Game Master companion / Creature
Running Sasquatch
A towering, shaggy forest humanoid watches strangers from the trees. It would rather drive intruders away than fight, but its heavy hands make a close confrontation dangerous.
Prepare the scene
Three measured knocks carry through the wet cedars. Across the stream, a broad hand closes around a trunk. The figure beside it is standing upright, and it has been watching you for some time.
A towering, shaggy forest humanoid watches strangers from the trees. It would rather drive intruders away than fight, but its heavy hands make a close confrontation dangerous.
Encounter settings: Forest, Mountain.
Establish the surroundings, each participant’s position, and what the party can perceive before resolving the encounter. Use the current core rules for surprise and turn order when combat begins.
Choose what it is protecting
Choose a shelter, a family group or a familiar feeding place beyond the party’s route. Place the Sasquatch in woodland cover with a visible retreat path. It is trying to keep strangers away from that place; killing the party is not its default objective.
Begin with broad tracks, measured tree knocks or a warning stone that lands short. These are scene details, not attacks or automatic Conditions. Let the party answer, withdraw or negotiate.
Establish awareness
Use Forest Shadow when it attempts to hide in woodland cover: Maneuver d8 + Agility d6 against Perception + Intellect. Apply the core concealment and Surprise rules, including an existing applicable concealment record and the observer winning ties. Concealment supplies no separate damage effect.
Run the encounter
On its turn, move within 5 feet and use Heavy Hands when it chooses to fight. Roll Might d8 + one supplemental d6 Wound (bludgeoning). Use the normal attack and defense procedure.
Use Break Contact after a blow or instead of closing the distance: spend the Bonus Action and 1 Stamina to move up to 10 additional feet. This move does not itself hide the Sasquatch.
To conceal its position again, reach woodland cover and spend an Action on Forest Shadow. Heavy Hands and Forest Shadow each need an Action, so it chooses between striking and hiding that turn. Its ordinary defensive Reaction remains available under the core rules.
Dense Hide supports its Withstand d6 against external physical damage; add Vitality d6 when that defense is applicable. Use Evade d6 + Agility d6 when avoidance is feasible; other defenses require their normal permissions.
Show the opening
Describe the fern fronds parting and the ground shaking when it steps out to strike. The party can respond while it is visible, move toward open ground or protect the route it wants to cross. Keep cover, distance and sight lines clear in your description.
A solitary Sasquatch has one Action per turn and 6 Stamina; its extra movement has a real cost, and hiding replaces an attack. It has no special type interactions and no magical escape. The threat estimate is a draft comparison, not a tested party-size or advancement rating.
Let the meeting end
If the party leaves the protected place alone, allow the warning to work. If it is badly hurt, it prefers a retreat through cover to fighting to the death unless the people it protects cannot escape.
Use its short spoken lines when a word can settle the boundary. Silence, a lowered hand or a deliberate step aside can answer just as clearly.
Run the profile
Use the following source instructions for the encounter’s actions and effects.
Draft profile
Draft profile: Website draft for playtesting; not yet included in the playtest package.
Nature
Nature: Humanoid. A living, physical forest dweller capable of speech and negotiation.
Dense Hide
Dense Hide: Trait. Natural protection supports Withstand up to d6 against external physical damage. This protection is not armor.
Heavy Hands
Heavy Hands: Action · 5 feet · one unit. Might + one supplemental d6 Wound (bludgeoning).
Forest Shadow
Forest Shadow: Action · woodland cover · self. Conceal its position with Maneuver d8 + Agility, opposed by an observer’s Perception + Intellect.
Break Contact
Break Contact: Bonus Action · 1 Stamina · self. Move up to 10 additional feet.
Counterplay
Counterplay: Keep the Sasquatch in sight and make open ground between you and the trees. Give it room to retreat or negotiate passage. Pursuing it alone into cover lets it choose the next approach.
Type interactions
Type interactions: No special resistances, weaknesses or immunities.
Encounter
Encounter: Old-growth forests, wooded foothills and sheltered forest ravines.
Relationship
Relationship: An independent, intelligent individual. It usually warns intruders away before using force; protecting its shelter or family can make it stand its ground.
Present the counterplay
Keep the Sasquatch in sight and make open ground between you and the trees. Give it room to retreat or negotiate passage. Pursuing it alone into cover lets it choose the next approach.
Make the relevant behavior or environmental clues perceptible through the scene so the party can act on them.
Keep the mechanical profile nearby
Affinities: Vitality d6, Intellect d4, Might d8, Tact d6, Agility d6, Spirit d4.
Skill overrides: Withstand d6; other Skills use their governing Affinity unless stated otherwise.
Resolve 12; Stamina 6; Mana 0. Movement 30 feet.