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SabosanCreature 5


MediumHumanoid
Source Pathfinder Monster Core 2
Perception +10 (echolocation (precise) 20 feet, low light vision, scent (imprecise) 30 feet)
Languages Chthonian, Mwangi
Skills Acrobatics +13, Athletics +12, Stealth +13
Str +4, Dex +5, Con +2, Int -1, Wis +1, Cha +0

AC 22; Fort +11; Reflex +14; Will +10;
HP 78
Speed 25 feet (fly 25 feet)

Jaws One Action +15 (+10, +5) to hit (finesse, unarmed) 2d10+4 Piercing + 1 Bleed
Claw One Action +15 (+11, +7) to hit (agile, finesse, unarmed) 2d8+4 Slashing
Spear One Action +14 (+9, +4) to hit 1d6+7 Piercing
Spear One Action +15 (+10, +5) to hit (thrown 20) 1d6+7 Piercing

Echolocation 20 feet

A sabosan can use their hearing as a precise sense at the listed range.

Drain Blood One Action

Requirements The sabosan has a creature Grabbed or Restrained


Effect The sabosan drains blood from the creature. The creature must succeed at a DC 22 fortitude save or become Drained 1. The sabosan gains a number of temporary Hit Points equal to the number of Hit Points lost by the creature due to its drained condition.

Fell Shriek Two Actions (auditory)

The sabosan emits a deafening cry in a 30-foot cone. Non-sabosan creatures in this area must each succeed at a DC 22 fortitude save or be Deafened for 1 minute.

Powerful Charge Two Actions

The sabosan Strides or Flies up to double their Speed and then makes a claw Strike. If the sabosan moved at least 20 feet, they deal an additional 1d6 slashing damage on a hit.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Sabosans are intelligent, bat-like humanoids who live in warm forests and drink the blood of other creatures, particularly people. They have thin, emaciated torsos and broad, leathery wings that can reach a span of almost 20 feet. Sabosans' heads, necks, shoulders, and upper chests are covered with red or dark-brown fur that obscures their stretched-thin flesh. Though their ears are large and pointed like a bat's and they can echolocate as bats do, their vision is also quite strong, enough so that they can use it to easily track quarry in low light.

Some naturalist scholars believe that sabosans are distant descendants of humans who were afflicted with vampirism but managed to avoid succumbing to undeath. Others posit they were once a cult of demon worshippers whose dark rites transformed them into their current forms. No matter their true origins, sabosans have infamous reputations among towns and cities south of Golarion's equator. Even mere rumors of sabosans in an area are enough to set off city-wide hunts, and the truly superstitious aren't above setting fires near every grotto, nook, and foxhole they come across in order to smoke out the nocturnal creatures.

Sabosans hunt during the twilight hours or just after dark, when their echolocation gives them an edge over sleeping prey. They are capable hunters but indiscriminating when it comes to food sources; their rapid metabolisms means sabosans must eat nearly 20 pounds of meat and fruit per day, supplemented, of course, with copious amounts of blood.

Sabosans' obscure faith reveres two deities: the slain Demon Lord Vyriavaxus, Lord of Shadows, and the nearly forgotten sun god Easivra. Vyriavaxus has an obvious link with the creatures, with his appearance as a giant bat, but their connection to the sun god hints at a complex depth in sabosan beliefs.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.