pf2e.fyi
From Pathfinder Bestiary 3, which isn't enabled.

Sasquatch

CREATURE 2

The elusive sasquatches dwell in the deepest, most remote and secluded tracts of wilderness. They avoid confrontations with humanoids unless drawn out by curiosity. In such cases, glimpses through the underbrush are typically the best an onlooker can hope for, as sasquatches are perfectly content to live their lives in peace hidden in the deep thickets of the wild.

Despite their considerable bulk, sasquatches are capable of moving through forests with surprising grace and efficiency. Often, their distinctively pungent odor or the discovery of a few sets of unusually oversized footprints are the only signs of their presence. These footprints have helped to engender a popular nickname, "bigfoot," for these mysterious creatures.

While normally nonconfrontational, a sasquatch can be driven to violence when startled or when their homeland is threatened, be it by the expansion of pioneers or the intrusion of fell supernatural influences. Usually, a sasquatch's attack lasts as long as it takes to frighten away a foe; they rarely pursue those who flee from their displays of dominance.

Sasquatches speak their own language, which mixes sounds easily mistaken for ambient wildlife calls and knocking-most often by striking a solid surface (such as a tree) with a branch or a stone -allowing a whole family of sasquatches to carry on conversations without alerting nearby humanoids. Even in death they avoid leaving traces behind, for when a sasquatch dies, their kin take pains to bury the body deep and hide the grave site well to protect the remains from scavengers and evil spirits alike.


Perception +8; low-light vision, scent (imprecise) 30 feet
Languages Sasquatch
Skills Athletics +9, Intimidation +5, Stealth +9 (+11 in forests), Survival +6
Str +5, Dex +1, Con +3, Int -1, Wis +2, Cha +1

AC 17; Fort +11, Ref +7, Will +6
HP 36
Catch Rock

Requirements The monster must have a free hand but can Release anything it's holding as part of this reaction.
Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.

Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.

Emerge From Undergrowth
Trigger The sasquatch is in forest terrain and rolls Stealth for Initiative

Effect The sasquatch Strides up to half their Speed, after which they attempt to Demoralize a single creature within 15 feet.

Speed 30 feet
Melee Fist +11 (unarmed), Damage 1d10+5 bludgeoning
Ranged Rock +9 (brutal, range increment 30 feet), Damage 1d6+5 bludgeoning
Brutal Blows

On a critical hit with a fist Strike, the target is knocked Prone by the blow.

Forest Stride

The sasquatch ignores difficult terrain in forests.

Pungent

The sasquatch's odor is quite powerful and can be detected at twice the normal distance by scent.

Threatening Visage

The sasquatch doesn't take a penalty to Demoralize a creature that doesn't understand their language.

Throw Rock

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.

Pathfinder Bestiary 3OGL