Tough Hide. Bigfoot's thick hide provides it with extra protection. It has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Standing Leap. Bigfoot's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.
Innate Spellcasting. Bigfoot can innately cast "Pass without Trace" (spell save DC 13) without requiring material components. It can cast this spell once per day.
Multiattack. Bigfoot makes two attacks: one with its slam and one with its bite.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) piercing damage.
Rock Throw (Recharge 5-6). Bigfoot hurls a large rock at a target it can see within 60 feet of it. The target must make a DC 14 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save or half as much on a successful one.
Description
Keen Smell. Bigfoot has advantage on Wisdom (Perception) checks that rely on smell.
Brute. A melee weapon deals one extra die of its damage when Bigfoot hits with it (included in the attack).
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