CREATURE 5
Perception +12; darkvision, scent (imprecise) 30 feet
Languages Common (Can't Speak Any Language)
Skills Acrobatics +12, Athletics +10, Stealth +14
Str +1 Dex +5 Con +4 Int -1 Wis +1 Cha +2
AC 21; Fort +13, Ref +16, Will +8
HP 75
Stench (aura, olfactory) 30 feet. A creature that enters the emanation must attempt a DC 19 Fortitude save. On a failure, the creature is sickened 1, or sickened 2 on a critical failure. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is immune to all sigbins' stenches for 1 minute.
Speed 25 feet
Melee claws +14 (agile, finesse), Damage 2d4+5 slashing
Melee fangs +14 (finesse), Damage 2d6+5 piercing
Melee tail +12 (agile, finesse, reach 10 feet), Damage 2d4+5 bludgeoning plus Knockdown
Shadow Drain Requirements The sigbin is unnoticed by its target; Effect The sigbin makes a fangs Strike (unlike other Strikes, this does not end its invisibility if the sigbin is invisible). On a hit, the target takes nonlethal damage from the Strike and becomes drained 1 (drained 2 on a critical hit). The sigbin gains 15 temporary Hit Points that remain for 1 hour.
Unassuming Cloak (illusion) A sigbin becomes almost imperceptible if it stands completely still. If the sigbin does not move or attack during its turn, it becomes invisible. It remains invisible until it moves or takes a hostile action. Children and young creatures, like animal cubs, can see the sigbin normally, even while it's invisible.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 89.
Open Sigbin in the interactive creatures list or browse all creatures starting with S.