Sasquatch
- HP
- 120
- AC
- 15
- DR
- 2
- Attacks
- 2
- Attack
- 3d6+3, 3d6+3
- Size
- Large
- Alignment
- Impartial Impartial (Wanderer)
- Intelligence
- Average (8-10)
- Saves
- Quick 1 / Tough 4 / Mind 0
Eight feet and change, and it has been avoiding people successfully for a very long time. What it does when it finds a camp is throw stones from beyond the firelight, scream once, and leave - and this works, and the camp moves on, and nobody is hurt. The accounts where somebody is hurt all have the same shape: the party went uphill toward a noise, and there were young ones up there.
Special Attack
Stones From the Dark: 60 ft, save Dex Quick, fail save roll 3d6+3 bludgeoning, cooldown 1 round, thrown from cover it never leaves. It aims to move a camp on and stops the moment the camp starts packing. Fists: bludgeoning, melee 10 ft, +5 to hit, 3d6+3 (two blows), used only when its young are behind it.
Special Defense
Withdraws First: it disengages and leaves rather than fight, every time, unless something is behind it. A party that backs away is never pursued. Nothing to Track: in standing timber it cannot be followed, tracked or brought to bay by anyone, and everyone who has claimed otherwise has come back without it.