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Bigfoot. Yeti. Skunk ape. Yowie. Sasquatch. The mighty ape-men are known by many names and across countless legends. Standing head and shoulders above most humanoids, the Sasquatch is famous for its wide gait and near superhuman strength.
Reclusive Giants. Whether it’s an impenetrable forest, a hidden cave system, or an ice-stricken mountain, Sasquatches prefer to make their homes in the remote corners of the world. While they avoid all other creatures that walk upright on two legs, Sasquatches do enjoy the company of their own species, often forming close-knit troops of six to twelve individuals. A Sasquatch troop spends its days relaxing in its chosen den and spends its nights foraging for the food necessary to support an omnivorous diet.
Trespassers Beware. Despite their shy nature, Sasquatches can become fiercely territorial when threatened. Travelers who fail to heed the warning signs, such as stripped foliage and abnormally large footprints, often find themselves caught in a barrage of stones and branches as a belligerent troop of ape-men descends upon them. Far from simple-minded beasts, Sasquatches are known to coordinate their attacks with the other members of their troop, and sometimes they even employ simple tools, traps, and weaponry.
Sasquatch
Large monstrosity, unaligned
Armor Class 12
Hit Points 102 (12d10 + 36)
Speed 40 ft., climb 40 ft.
STR 18 (+4) DEX 14 (+2) CON 16 (+3) INT 8 (-1) WIS 12 (+1) CHA 8 (-1)
Skills Athletics +6, Perception +3, Stealth +4
Senses Darkvision 60 ft., Passive Perception 13
Languages Sasquatch
Challenge 4 (1,100 XP) Proficiency Bonus +2
Stench. Any creature other than a Sasquatch that starts its turn within 5 feet of the Sasquatch must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any Sasquach for 1 hour.
ACTIONS
Multiattack. The Sasquatch makes two fist attacks.
Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Rock. Range weapon Attack: +6 to hit, range 60/120 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.
BONUS ACTIONS
Aggressive. The Sasquatch moves up to its speed toward a hostile creature that it can see.
Roar. The Sasquatch lets out a ferocious roar. Each creature within 30 feet of the Sasquatch that can hear the roar must succeed on a DC 14 Wisdom saving throw or be frightened of the Sasquatch until the end of the Sasquatch’s next turn.