Big Foot


As I was driving for work the other day, a rogue thought popped into my head.

What if Bigfoot was just a Big Foot?

Like, a giant foot just wandering the wilds of Faerûn or the Feywild or even the Pacific Northwest.

No body. No larger creature it was attached to. Just a foot. Well, wonder no more!

Big Foot
CR: 3     Large Aberration     HD: 5d8+20 (44 hp)
Init: -1     Spd: 40'     AC: 15 (–1 size, -1 Dex, +7 natural), touch 8, flat-footed 15
Attacks: (BAB +3; Grap +11); +7 Stomp: 1d6+5 (20/×2) or +7 Bite: 1d8+5 (20/×2)
Special Attacks: Trample (1d6+7)
Special Qualities: Blindsight 30', Tremorsense 60', Woodland Stride
Align: N     Saves: Fort +5, Ref +0, Will +4
Str: 21, Dex: 8, Con: 19, Int: 12, Wis: 10, Cha: 8
Skills: Speak Common and Sylvan; Hide +3, Knowledge (Nature) +7, Listen +8, Move Silently +7, Survival +6 (additional +2 in aboveground natural environments), Spot +10
Feats: Alertness, Stealthy
Environment: Temperate Hills and Forests, Far Realm, Feywild (or Plane of Faerie)
Organization: Solitary or pair
Treasure: None
Advancement: 6–8 HD (Large); 9–12 HD (Huge)

An eight-foot long disembodied foot appears out of the forest. Despite its size, it moves quietly. As it draws closer, a mouth appears in the center of its sole.

Originally hailing from the Far Realm, the Big Foot is now commonly found in the Feywild and remote, forested locations on the Prime Material Plane, stalking and devouring prey.

COMBAT


Once a Big Foot detects potential prey, it moves swiftly to trample it to the ground before swiftly devouring it. They are intelligent and will trade information for food.

Blindsight (Ex): A Big Foot is aware of all creatures and objects that it has line of sight to and is unaffected by darkness or invisibility.
Trample (Ex): As a Full-round action, a Big Foot may move up to double its speed and run over all creatures in its path, dealing 1d6+7 damage (Ref ½ DC17). Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.
Tremorsense (Ex): A Big Foot is aware of all creatures within 60' of itself that are in contact with the ground
Woodland Stride (Ex): A Big Foot may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect them.
Skills: A Big Foot, despite its size, is known for being difficult to locate. It gains a +4 racial bonus to Hide and Move Silently checks. Additionally, a Big Foot is treated as if it were two size categories smaller for purposes of tracking DCs.

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