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Sigbin

Creature 5 — beast

Pre-Remaster content. May include legacy alignment.

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

Source: fists-of-the-ruby-phoenix-bestiary (Pre-Remaster)

Perception +12
Skills acrobatics +12, athletics +10, stealth +14
Str
+1
Dex
+5
Con
+4
Int
-1
Wis
+1
Cha
+2
AC 21 Fort +13 Ref +16 Will +8
HP 75
Speed 25 feet

Offense

Melee Claws +14, Damage 2d4+5 slashing
Melee Fangs +14, Damage 2d6+5 piercing
Melee Tail +12, Damage 2d4+5 bludgeoning

Abilities

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
Knockdown — Knockdown

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