Medium Fey, Typically Chaotic Neutral
Armor Class 16 Natural
Hit Points 160 (17d10 + 50)
Speed 35 ft., Climb 15 ft.
STR
17 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
8 (-1)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws STR +6
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Exhaustion, Prone
Senses Darkvision 30 ft., Passive Perception 15
Languages Common understands common but cannot speak it, Elvish understands elvish but cannot speak, Sylvan
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Magic Resistance: The Bigfoot has advantage on saving throws against spells and other magical effects.

Keen Smell: The Bigfoot has advantage on Wisdom (Perception) checks that rely on smell.

Forest-Dweller' Resilience: The Bigfoot is immune to environmental attacks, such as falling objects, traps, and fauna.

Tree-Dweller: The Bigfoot regenerates 5 HP every turn while in a wooded environment.

Aggressive: As a bonus action, the Bigfoot can move up to its speed toward a hostile creature that it can see.

Animal Telepathy: The Bigfoot can magically command any Beasts or Tiny Fey within 120 feet of it, using a limited telepathy.

Aversion to Fire: If the Bigfoot takes Fire damage, it is frightened, and has disadvantage on attack rolls and ability checks until the end of its next turn.

Brute: A melee weapon deals one extra die of its damage when the Bigfoot hits with it (included in the attack).

Fey Ancestry: The Bigfoot has advantage on saving throws against being charmed, and magic can't put the Bigfoot to sleep.

Charge: If the Bigfoot moves at least 20 ft. straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

 

Actions

Claw swipe: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 13 (1d20) slashing damage.

Kick: Melee Weapon Attack: +5 to hit, reach 3 ft., one target. Hit: 16 (3d10) bludgeoning damage.

Multiattack: The Bigfoot makes 2 attacks with it's claws

Fling: The Bigfoot Can choose to pick up an object within 5 feet to throw at an enemy, and the enemy must make a DC15 dexterity saving throw or take 1d8 (Small object), 2d8 (barrel), 3d8 (large rock), or 1d12 (Tree) bludgeoning damage, depending on the variety of thrown object.

Forest Veil: If lightly obscured, the Bigfoot can become invisible for one round.

 

 

 

Reactions

Parry: The Bigfoot adds 5 to its AC against one melee attack that would hit it. To do so, the Bigfoot must see the attacker and be within 10 feet.

 

Description

The Bigfoot is a variety of sasquatch typically found in rainy, wooded regions, and is the most populous sasquatch. Known for their elusiveness, these hairy beasts are typically docile but very territorial. 

Protector of Nature: The bigfoot will become extremely aggressive if any trees or wildlife in it's habitat become threatened.

Skittish: The bigfoot is prone to running away when spotted from a distance, and hide when well-fed.

Folkloric: The bigfoot is a beast often described but never seen, locals in areas with bigfoot populations tend to honour it with many fictitious stories about it.

Solitary but Not Lonely: While typically solitary, it may have a few trusted allies or companions in the forest. These could be other Fey creatures or woodland beasts it commands.

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
7/25/2024 4:17:49 AM
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Habitat: Forest

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