Sasquatch (4e Creature)

Sasquatch

A typical Sasquatch (Skunk-Ape)

The sasquatch is a large ape-like creature that stands between 6–9 feet tall, and weighing between 350-500 pounds. It is normally covered in dark brown or deep black hair. Although fur coloration between them will change given their habitat. Although those that dwell in swamps will have dark reddish hair (often called skunk-apes). Regardless of the habitat they all share the same statistics. They have large eyes, a pronounced brow ridge, and a large, low-set forehead; the top of the head is rounded and crested, similar to the sagittal crest of the male gorilla. Sasquatch have a strong, unpleasant smell that can nauseate the strongest stomachs. They have huge oversized feet that leave enormous footprints which have earned them the nickname bigfoot. They are mainly nocturnal and omnivorous.

Sasquatch Stomper

These hulking brutes are the leaders of the family clans they live in. Only 2 or 3 Stompers tend to live in one group. Their rage and violence is often the driving force in a Sasquatch family.


Sasquatch Stomper
Level 4 Elite Brute
Medium Natural Humanoid
XP 350
Initiative +2 Senses Perception +8; low-light vision
Retched Stench (Poison) aura 2; Those within this foul aura suffer a -2 penalty on all attack rolls.
HP 140; Bloodied 70
AC 18; Fortitude 25, Reflex 18, Will 19
Saving Throws +2
Speed 6 (forest walk), Skunk-Ape: 6 (swamp walk)
Action Points 1
Pummeling Slam ♦ at-will
Effect: +7 vs. AC; 2d8+4 damage, and medium-sized or smaller targets are knocked Prone. Critical Hit: Target is Stunned (save ends) and medium-sized or smaller targets are knocked Prone.
Stomp ♦ at-will
Effect: +5 vs. Ref; 3d8+4 damage.
Frightful Roar ♦ recharge
Effect: Close blast 2; +5 vs. Will; Target is Dazed (save ends).
Raging Fury ♦ at-will
Effect: +7 vs. AC; 3d10+4 damage and medium-sized or smaller targets are knocked Prone.
Skills Athletics +14, perception, stealth +7
Str 24 (+9) Dex 10 (+2) Wis 12 (+3)
Con 20 (+7) Int 7 (+0) Cha 7 (+0)
Alignment Unaligned Languages
Equipment


Sasquatch Tosser

The Sasquatch Tosser tends to watch prey from a distance, hurling stones in order to drive off intruders or to weaken them so others in the group can close for the kill.


Sasquatch Tosser
Level 5 Artillery
Medium Natural Humanoid
XP 200
Initiative +7 Senses Perception +9; low-light vision
Retched Stench (Poison) aura 1; Those within this foul aura suffer a -2 penalty on all attack rolls.
HP 56; Bloodied 28
AC 17; Fortitude 22, Reflex 22, Will 19
Speed 6 (forest walk), Skunk-Ape: 6 (swamp walk)
Slam ♦ at-will
Effect: +12 vs. AC; 1d6+4 damage.
Mortar Toss ♦ at-will
Effect: Ranged 10; +10 vs. Ref; 1d10+4 damage. Critical Hit: Target is Dazed until the end of the Tosser's next turn.
Tripping Stone Toss ♦ at-will
Effect: Ranged 10; +10 vs. Ref; Target is knocked Prone. Critical Hit: Target is Dazed until the end of the Tosser's next turn.
Into the Bush ♦ recharge ,
Effect: Tosser shifts up to 3 squares, and gains Concealment until the end of the Tosser's next turn. If Tosser already has Concealment then it gains Total Concealment.
Skills Athletics +12, perception, stealth +12
Str 21 (+7) Dex 20 (+7) Wis 15 (+4)
Con 20 (+7) Int 7 (+0) Cha 7 (+0)
Alignment Unaligned Languages
Equipment


Sasquatch Wailer

Sasquatch Wailers are known for the horrid mournful cry they loose as they enter battle. Those who hear the sound say it reminds them of a baby crying for its mother, or the sound of a wounded animal.


Sasquatch Wailer
Level 6 Soldier
Medium Natural Humanoid
XP 250
Initiative +5 Senses Perception +11; low-light vision
Retched Stench (Poison) aura 1; Those within this foul aura suffer a -2 penalty on all attack rolls.
HP 78; Bloodied 39
AC 22; Fortitude 24, Reflex 20, Will 21
Speed 6 (forest walk), Skunk-Ape: 6 (swamp walk)
Pound ♦ at-will
Effect: +13 vs. AC; 1d10+4 damage.
Pulverize ♦ at-will
Effect: The Wailer can make 2 Pound attacks against a Prone target
Battle Wail ♦ at-will
Effect: Ranged 5 (one creature); +11 vs. Will; Target is Marked until the end of the Wailer's next turn (see Chest Bump).
Chest Bump ♦ at-will
Effect: +11 vs. Fortitude; Target is Pushed 1 square. If the target is currently Marked, by the Wailer, it is also knocked Prone.
Skills Athletics +14, perception, stealth +10
Str 23 (+9) Dex 15 (+5) Wis 17 (+6)
Con 22 (+9) Int 9 (+2) Cha 9 (+2)
Alignment Unaligned Languages
Equipment

Sasquatch Tactics

Sasquatch will hurl themselves mindlessly into combat, smashing and stomping enemies until they flee or die.

Sasquatch Lore

A character knows the following information with a successful Nature check.

DC 20: Although normally peaceful, sasquatch are highly territorial and protective of their families. If they feel threatened, or find intruders within their habitats, they will attack to protect themselves and their families. Sasquatch dislike most other hominids, and make their homes far away from them. Still many generations tend to remain in the same areas, and if other humanoids move into those places they soon find themselves in conflict with them. Sasquatch many times will observe intruders for a while until they determine it is a good time to attack and drive them off. Often people will find evidence of these observations in the form of huge footprints and tufts of stray hair. While sasquatch are not highly intelligent they are adept at remaining hidden. They will make their homes in secreted caves or woodland nests, that they can easily conceal when needed. Also they will eat their own dead, and then bury what remains deep beneath the ground in order to hide their presence.

Encounter Groups

Sasquatch live in small family groups of up to half a dozen members. Sometimes they will be captured (or Dominated) and kept as wild guardians in certain natural locations.

Level 3 Encounter (XP 800)

  • 2 Sasquatchs (level 4 elite brute)
  • Rockslide (level 1 lurker); page 87 of DMG

Level 10 Encounter (XP 2950)

  • 1 Sasquatch (level 4 elite brute)
  • 2 Cave Bears (level 6 elite brute)
  • 1 Briar Witch Dryad (level 13 elite controller)



Back to Main Page 4e Homebrew Creatures Level 4

gollark: Great, that's easier.
gollark: Do drones also know their velocity?
gollark: You could probably navigate by dead reckoning if you have it integrate the acceleration really fast.
gollark: You could make the GPS stations double as message relay things so the drones are always in contact.
gollark: Or maybe just wireless cards and lots of GPS stuff, since you want a wireless card anyway.
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