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Asanbosams are monstrous, hairy humanoids with cold iron fangs and muscular limbs that end in powerful, hooked claws. They hide in treetops and grab prey from above, latching onto their unfortunate victims’ necks to drain their blood. Locals in nearby communities tell horror stories of these “bloodsucking tree-folk,” and experienced jungle explorers keep a close watch on the treetops in asanbosam territory.

An asanbosam’s diet calls for a large amount of iron (typically in the form of blood) to maintain the integrity of its oversized cold iron teeth. When not hunting or mating, an asanbosam spends its waking hours chewing on certain types of rocks to sharpen its teeth.

Some folk tales claim that asanbosams are as old as time and are the original source of cold iron, and that veins of the metal found in the ground are the buried graveyards of ancient asanbosams. Brave (or foolish) poachers often infiltrate asanbosam territory to hunt these monsters in the hope of collecting sacks of their valuable teeth.

Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

AsanbosamCreature 6

CE Large Humanoid 
Source Pathfinder #146: Cult of Cinders pg. 80, The Mwangi Expanse pg. 293 2.0; There is a more recent version of this monster. Click here to view.
Perception +17; darkvision
Languages Mwangi
Skills Acrobatics +14, Athletics +16, Intimidation +15, Stealth +16, Survival +14
Str +5, Dex +4, Con +2, Int -3, Wis +1, Cha -2
AC 24; Fort +15, Ref +17, Will +10
HP 95
Speed 35 feet, climb 20 feet
Melee cold iron jaws +17 [+12/+7] (deadly 1d8), Damage 2d8+7 piercingMelee claw +17 [+13/+9] (agile, reach 10 feet), Damage 2d6+7 slashing plus GrabAttack from Above If an asanbosam is positioned above a target (usually by using its Climb speed), it can make a claw Strike with its reach increased to 15 feet. This Strike deals an additional 1d6 slashing damage, and if it hits, the asanbosam Grabs the target and pulls it to a space adjacent to the asanbosam. This counts as two attacks when calculating the asanbosam’s multiple attack penalty.Drink Blood Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within reach of the asanbosam’s jaws. Effect The asanbosam sinks its teeth into the creature to drink its blood. If the victim is grabbed, this is automatic; otherwise, the asanbosam must succeed at an Athletics check against the victim’s Fortitude DC. The victim becomes drained 1 and the asanbosam regains 10 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that’s already drained increases the victim’s drained value by 1, but doesn’t restore any HP to the asanbosam.
A victim’s drained condition decreases by 1 each week. A blood transfusion, which requires a successful DC 20 Medicine check and a blood donor or sufficient blood, reduces the drained value by 1 after 10 minutes.