NO. ENCOUNTERED: 1
SIZE: Large
HD: 8d10+24 (68 hp)
MOVE: 40 ft., climb 40 ft.
AC: 18
ATTACKS: 2 Fists +8 (2d6+5); Bite +8 (1d8+5), or Heavy Throw +8 (2d10+5)
SPECIAL: Apex Stalker, Darkvision 120 ft., Earth Sense, Thermal Sight, Relentless Fury, Improved Grab, Heavy Throw, Snare Trap, Terror Roar
SAVES: P
INT: Low
ALIGNMENT: Chaotic Neutral
TYPE: Magical Beast
TREASURE: Nil
XP: 1,400 + 8/hp
Apex Stalker
Bigfoot is extraordinarily difficult to detect or track in natural surroundings.
In forests, mountains, swamps, and similar wilderness terrain, Bigfoot gains a +5 bonus to checks made to hide or move silently.
Anyone attempting to track Bigfoot suffers a –5 penalty unless the creature is wounded below half its maximum hit points.
Bigfoot instinctively conceals footprints, doubles back across its own trail, crosses streams and rocky ground, and uses terrain to frustrate pursuit.
Darkvision
Bigfoot possesses darkvision to 120 feet.
Earth Sense
While standing upon natural earth, stone, soil, or similarly solid natural ground, Bigfoot can sense movement within 30 feet even if it cannot see the creature responsible.
This ability does not function through worked floors, suspended structures, deep water, or similar interruptions between Bigfoot and the ground.
Thermal Sight
Three times per day, Bigfoot may sharpen its vision to perceive heat.
For 1 turn, it can detect warm-blooded creatures through smoke, mist, darkness, brush, and ordinary vegetation to a range of 60 feet.
Solid stone, substantial wood, metal, or similar barriers block this sight.
Thermal Sight does not reveal fine detail, but it clearly reveals the position and general form of living creatures.
Relentless Fury
Bigfoot is extraordinarily difficult to put down.
Once per day, if an attack would reduce Bigfoot to 0 hit points or fewer but deals 30 points of damage or less, Bigfoot remains standing at 1 hit point instead.
While Bigfoot is at half its maximum hit points or fewer, it gains a +2 bonus on melee attack rolls, Strength checks, and Strength saves.
Improved Grab
If Bigfoot successfully strikes a Medium or smaller creature with its Bite, the victim must make a Strength save, CL 8, or be seized.
A held victim cannot move away from Bigfoot and suffers –2 on attacks and Dexterity-based checks.
The victim may attempt a Strength or Dexterity check, CL 8, each round to escape.
While holding a creature, Bigfoot may carry it without reducing its normal movement.
Bigfoot may hold only one creature in this manner at a time.
Fists
Attack: +8
Damage: 2d6+5
Range: Melee
Bigfoot normally makes two Fist attacks each round.
Bite
Attack: +8
Damage: 1d8+5
Range: Melee
A successful Bite against a Medium or smaller creature may trigger Improved Grab.
Heavy Throw
Bigfoot can hurl boulders, fallen logs, heavy branches, and similar debris with astonishing force.
Attack: +8
Damage: 2d10+5
Range: 120 ft.
A Large or smaller creature struck by a Heavy Throw must make a Strength save, CL 4, or be knocked to the ground.
Bigfoot may make only one Heavy Throw attack per round.
Snare Trap
Once per day, if Bigfoot has at least 1 turn to work in a forest, cave, or similarly suitable natural environment, it may fashion a concealed snare from vines, roots, rope-like plant fiber, and bent saplings.
A creature entering the trapped space must make a Dexterity save, CL 4 or be hauled off its feet and suspended upside down.
A trapped creature cannot move and suffers –2 on attacks and Dexterity-based checks.
The victim may escape with a Strength or Dexterity check, CL 4, or another creature may cut the snare apart.
Locating the trap before triggering it requires an appropriate Wisdom-based check against CL 4.
Terror Roar
Once every 1d4 rounds, Bigfoot may release a tremendous guttural roar that echoes through the surrounding wilderness.
Every creature within 30 feet capable of hearing it must make a Wisdom save, CL 8.
On a failed save, the creature suffers 2d6 points of sonic damage and becomes terrified for 1d4 rounds.
A terrified creature suffers –2 on attacks, saves, and attribute checks and attempts to keep away from Bigfoot if reasonably possible.
A successful save halves the damage and negates the fear.
After roaring, Bigfoot may immediately move up to 20 feet.
Notes
- This cryptid hybrid of man and beast often hunts various alpine forests and mountain regions of the area. Fiercely territorial, he attacks with little to no warning to perceived trespassers in his domain.
- Has a surprising ability to be stealthy, foiling all manner of detective devices, wards, and the sharp senses of those hunting him in order to ambush and rend his targets.
- If he cannot reach you up close, often will use a rock, tree limb, or a convenient sign as a missile weapon.

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