Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Drain Blood
Circumstance: The sabosan has a creature grabbed.
The sabosan drains blood from the creature. The creature must succeed at a DC 23 Fortitude save or become drained 1. The sabosan gains a number of temporary Hit Points equal to the number of Hit Points lost by the creature.
Ability
Echolocation
A sabosan can use their hearing as a precise sense at the listed range.
Ability
Fell Shriek
(auditory) The sabosan emits a deafening cry in a 30-foot cone. Non-sabosan creatures in this area must each succeed at a DC 23 Fortitude save or be deafened for 1 minute.
Ability
Powerful Charge
The sabosan Strides up to double its Speed and then makes a claw Strike. If the sabosan moved at least 20 feet, it deals an additional 1d6 damage on a hit.
Offense
Melee
Circumstance: combat round (melee)
jaws +14 [+9/+4], Damage 2d8+4 piercing plus 1 persistent bleed
Offense
Ranged
Circumstance: combat round (ranged)
spear +14 [+9/+4] (thrown 20 feet), Damage 1d6+4 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
spear
Language
Abyssal
Mwangi
Perception
echolocation 20 feet
low-light vision
scent (imprecise) 30 feet