Sigbin CR 10
Odors reach your nose that are so foul they defy description as a blur zips by overhead and a large, goat-headed monster suddenly towers over you, standing atop the shadow you cast on a nearby wall as if it were as solid as the ground.
Speed 30 ft., fly 50 ft. (poor)
Melee bite +14 (2d6+4 plus 1d8 negative), 2 slams +13 (1d6+2 plus 1d4 negative)
Ranged 4 spines +14 (1d6 plus sigbin sleep poison)
Special Attacks shadow pin, shadow rend, sigbin sleep poison
Before Combat Sigbin hide in the darkness far enough away from prey, using their invisibility ability and keeping enough of a distance that their stench aura is not detected. A sigbin waits for a creature to be alone before attacking.
During Combat Springing from the darkness, a sigbin first attempts to use its poison spine to cause unconsciousness and then uses its shadow pounce in case the victim wakes up. If faced with a large number of foes, a sigbin uses its invisibility and flees.
Morale Sigbin flee when reduced to 20 hp or less.
Str 18; Dex 14; Con 18; Int 11; Wis 15; Cha 13
Base Atk +11; CMB +16; CMD 28
Feats Acrobatic, Improved Initiative, Improved Natural Attack, Improved Natural Armor, Multiattack, Skill Focus (Stealth), Stealthy, Weapon Focus (slam)
Skills Acrobatics +22, Bluff +7, Climb +11, Fly +24, Intimidate +10, Knowledge (planes) +4, Perception +13, Stealth +30, Survival +9; Racial Modifiers Fly +8
Special Qualities betwixt and between, invisibility
Betwixt and Between (Su)
A sigbin is made up of the slightest bit of shadow stuff, allowing it to treat shadows as solid. The sigbin still affects the real world as usual and this grants no concealment benefits nor does it grant the sigbin the ghost touch ability for any of its attacks, but it does gain +1d8 negative energy to its bite attack and +1d4 negative energy to its slam attacks.
A sigbin can make itself invisible as per the invisibility spell. Due to its centuries of hunting humans, the sigbin’s invisibility is particularly effective against creatures with the humanoid type, increasing the DC of any skill checks made to detect the sigbin by +5. This ability does not negate the sigbin’s stench aura.
Shadow Pin (Su)
When the sigbin pounces on a creature’s shadow it can attempt a combat maneuver check to grapple the creature without incurring an attack of opportunity. A creature with its shadow grappled by a sigpin gains the pinned condition and cannot move. When using shadow pin against a flat-footed creature, sigbin gain a +4 circumstance bonus to their CMB check. Creatures pinned by shadow pin can escape with a DC 21 Escape Artist check or a successful combat maneuver check against the sigbin’s CMD (a standard action).
Shadow Rend (Su)
If the sigbin begins a round with a creature’s shadow grappled (pinning the creature with shadow pin), it can take a bite of that shadow that deals 2d6+4 points of damage and 1d4 Constitution damage to the creature. For every point of Constitution damage dealt the sigbin gains 5 temporary hit points. The shadow of a creature affected by shadow rend loses a number of pieces equal to the amount of Constitution damage dealt to the creature; this Constitution damage can only be healed naturally (not by heal, lesser restoration, restoration, or any other magic that heals ability damage). Only corporeal humanoids, animals, and magical beasts that cast shadows can be affected by shadow rend.
Sigbin Sleep Poison (Ex)
Sting—injury; save—Fort DC 21; frequency—1/round for 2 minutes; initial effect—unconsciousness for 1 minute; secondary effect— unconsciousness for 1 hour; cure—2 consecutive saves
Four times per day, a sigbin can whip its tail in an arc that sends a long, thin spine at a single target within 40 feet. The spine deals 1d6 piercing damage plus sigbin sleep poison and regrows after 1d4 rounds.
Where or how sigbin (also known as zegben or shadow drinkers) originated remains a mystery but there are two prevailing theories.
The less popular belief is that at some time in the past, a creature from the Plane of Shadow bred with a large blood-drinking creature, creating a lineage of these vampiric monsters. More commonly, tales of sigbin tell of a shadow mage purposefully creating the beasts, but didn’t count on them breeding true; apparently they did, creating an entirely new population. The truth, as it usually is, is more terrifying.
Under the right circumstances a vampire’s shadow, stripped from the undead’s mortal form and flung into the universe, takes on a life of its own as a sigbin. No longer linked to a soul, it remembers nothing of its previous life, and the only remnants of its former host that a shadow carries is the vampire’s unquenchable thirst for blood. A sigbin spends its life searching for the being that it once belonged to, but is uncertain what would the result would be if this ever came to pass. Otherwise sigbin are predators that seek out the living for their sustenance in a way similar to their vampire parents.
Sigbin are 15 ft. long and weigh about 400 pounds. They have dark gray fur covering their bodies, large bat-like wings, short arms, and long legs that end in curved claws. Their faces resemble that of a demonic, hornless goat, with a mouth full of sharp, redstained teeth. From their back sprouts a long, serpentine tail tipped with a poisonous spike.
Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson