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SigbinCreature 5


SmallBeastEvil
Source Pathfinder #166: Despair on Danger Island
Perception +12 (darkvision, scent (imprecise) 30 feet)
Languages Common, (can't Speak Any Language)
Skills Acrobatics +12, Athletics +10, Stealth +14
Str +1, Dex +5, Con +4, Int -1, Wis +1, Cha +2

AC 21; Fort +13; Reflex +16; Will +8;
HP 75
Speed 25 feet

Claws One Action +14 (+10, +6) to hit (agile, finesse) 2d4+5 Slashing
Fangs One Action +14 (+9, +4) to hit (finesse) 2d6+5 Piercing
Tail One Action +12 (+8, +4) to hit (agile, finesse, reach 10) 2d4+5 Bludgeoning

Stench (aura, olfactory)

30 feet. A creature that enters the emanation must attempt a DC 19 fortitude save. On a failure, the creature is Sickened 1, or Sickened 2 on a critical failure. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is immune to all sigbins' stenches for 1 minute.

Unassuming Cloak

A sigbin becomes almost imperceptible if it stands completely still. If the sigbin does not move or attack during its turn, it becomes Invisible. It remains invisible until it moves or takes a hostile action. Children and young creatures, like animal cubs, can see the sigbin normally, even while it's invisible.

Shadow Drain Two Actions

Requirements The sigbin is Unnoticed by its target.


Effect The sigbin makes a fangs Strike (unlike other Strikes, this does not end its invisibility if the sigbin is invisible). On a hit, the target takes nonlethal damage from the Strike and becomes Drained 1 (Drained 2 on a critical hit). The sigbin gains 15 temporary Hit Points that remain for 1 hour.

Knockdown One Action

Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry


Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.


Resembling hornless goats with extremely long tails, sigbins live in forests and prey on inhabitants of nearby humanoid villages. Sigbins drink the blood of their victims by biting into their shadows, rather than their flesh. This process typically leaves the victim so fatigued that they must lie down to rest, at which point the sigbin finishes the job by sinking their jaws into the person's chest and consuming their heart.

Due to their nauseating smell, many sigbins hide among livestock and in other overwhelmingly odorous places. Sigbins have the ability to hide in plain sight simply by standing stock still, but this power works only against adults and elders; for whatever reason, children and young animals can see the invisible sigbins. Many believe this is because children are unsullied by the cruel ways of the world, and so their eyes are still innocent enough to spot the devious beasts. Unfortunately, most adults tend to ignore children's cries about the monsters, chalking up such claims to overactive imaginations or attention-seeking behavior, inadvertently allowing sigbins to continue their hunts uninterrupted.


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.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.