SangoiDressed in tattered finery and an animal for a cloak, this small,
gaunt humanoid has unnaturally long fingers and nails.Sangoi CR 7Source Bestiary 5 pg. 219, Pathfinder #69: Maiden, Mother, Crone pg. 88 XP 3,200 NE Small fey Init +10; Senses hear heartbeat, low-light vision; Perception +15DefenseAC 21, touch 18, flat-footed 14 (+6 Dex, +1 dodge, +3 natural,
+1 size) hp 82 (11d6+44) Fort +7, Ref +13, Will +8 DR 5/cold ironOffenseSpeed 30 ft. Melee bite +12 (1d4+1 plus 1d4 bleed), 2 claws +12 (1d3+1
plus 1d4 bleed) Ranged dagger +12 (1d3+1/19–20) Special Attacks bleed (1d4), blood rage, curse of misery,
horrific critical, sneak attack +2d6 Spell-Like Abilities (CL 11th; concentration +15) Constant—hide from animals (self only), hide from undead (self only), tongues
At will—detect thoughts (DC 16)
3/day—animal trance (DC 16), invisibility (self only), snare (DC 17)
1/day—control weather, dominate animal (DC 17), speak with dead (DC 17)StatisticsStr 13, Dex 23, Con 18, Int 14, Wis 12, Cha 19 Base Atk +5; CMB +5; CMD 22 Feats Dodge, Improved Initiative, Mobility, Power
Attack, Spring Attack, Weapon Finesse Skills Acrobatics +20, Bluff +18, Craft (traps) +10,
Diplomacy +10, Disguise +18, Escape Artist +11,
Intimidate +15, Knowledge (local, nature) +10,
Perception +15, Sleight of Hand +11, Stealth +24 Languages Aklo, Common, Sylvan; tongues SQ change shape (Medium or Small land
animal or humanoid, polymorph), sideways
glance, sunlight transparencyEcologyEnvironment any cold or temperate land Organization solitary or pair Treasure standard (dagger)Special AbilitiesCurse of Misery (Su)
As a full-round
action, a sangoi
can deliver its
curse to an adjacent
humanoid as a melee touch attack. If the target fails its
save, the sangoi gains the benefit of aid (with a caster level
equal to the target’s Hit Dice). A sangoi gains a +2 morale
bonus on attack rolls, weapon damage rolls, saving throws,
and opposed skill checks against any creature affected
by its curse. A creature that successfully saves can’t be
affected by the same sangoi’s curse for 24 hours. The save
DC is Charisma-based.
Curse of Misery: Touch—contact; save Will DC 19; frequency
1 day; effect permanent crushing despair.
Hear Heartbeat (Ex) A sangoi can hear the beating hearts of
living creatures nearby, granting it blindsense 30 feet and
blindsight 5 feet. It can locate all creatures taking bleed
damage within 30 feet as if it had blindsight. This ability
does not reveal the location of creatures without hearts.
Horrific Critical (Ex) When a sangoi enters a blood rage, its
claws and teeth elongate and sharpen, threatening a critical
hit on a roll of 18–20. If a sangoi reduces a humanoid to
–1 or fewer hit points with a critical hit from its claws or
teeth, it can tear out the target’s heart and consume it as
a free action (Fortitude DC 19 negates), killing the creature
instantly. The sangoi gains 1d8 temporary hit points and a
+2 enhancement bonus to Strength for 1 hour. When it kills
a creature in this way, any humanoid within
30 feet who witnesses this attack must
succeed at a DC 19 Will save or become
shaken and sickened for 1d4 rounds (this
is a mind-affecting fear effect). The save
DCs are Charisma-based.
Sideways Glance (Su) Sangois fade from
view when in a creature’s peripheral
vision. They gain concealment against
creatures they flank. They can attempt
a Bluff check to feint as a swift
action, but only against a foe that
can clearly see them.
Sunlight Transparency (Ex)
Sunlight causes sangois to
partially fade from view. Their
bodies become translucent (20%
miss chance), and they become fatigued and
take a –10 penalty on Disguise checks as
long as they remain in direct sunlight.DescriptionSometimes mistaken for vampires,
sangois are evil nocturnal fey
that haunt towns and graveyards,
feeding on blood and hunting by the
sounds of victims’ hearts. They prefer
humanoid blood but settle for animal
blood when hungry.
Sangoi stand 4 feet tall and weigh
35 to 40 pounds.
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