Large Monstrosity, Chaotic Neutral
Armor Class 15 (natural armor)
Hit Points 48 (6d10 + 18)
Speed 40 ft., Climb 40 ft., Burrow 15 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
4 (-3)
WIS
16 (+3)
CHA
7 (-2)
Saving Throws STR +6, DEX +4, WIS +5
Skills Acrobatics +2, Athletics +2, Nature +7, Perception +3, Stealth +10, Survival +12
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning
Damage Immunities Cold
Senses Darkvision 60 ft., Passive Perception 13
Languages Yeti
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Fear of Fire. If the Big Foot takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Keen Smell. The Big Foot has advantage on Wisdom (Perception) checks that rely on smell.

Camouflage. The Big Foot has advantage on Dexterity (Stealth) checks made to hide in forest/cave terrain.

 

Actions

Multiattack. Big Foot makes two claw attacks or one bite and one claw attack.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8) slashing damage plus 3 (1d4) necrotic damage on a failed Constitution save DC 14 or half on success

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

 

Bonus Actions

As a bonus action the Big Foot can make a stealth check DC 15 and on success move up to its speed to a hiding place of its choice.

Reactions

As a reaction to getting hit by an attack the Big Foot can use Stench Glands. 2 charges every 24 hours Ranged Weapon Attack: +8 to hit, range 5/60 ft., any target in 60 ft cone. Target must make DC 14 Con saving throw or take (2d8) Necrotic damage on success take (2d4) necrotic damage and your immune to the stench until your next long rest.

Description

Big Foot are hulking monstrosities that stalk the forests and mountain peaks in a ceaseless hunt for food. Their camouflaged fur lets them move like ghosts against the forest landscape.

Monster Tags: NPC

Habitat: ForestHillMountain

Pigdicker

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