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Resembling hornless goats with extremely long tails, sigbins live in forests and prey on inhabitants of nearby humanoid villages. Sigbins drink the blood of their victims by biting into their shadows, rather than their flesh. This process typically leaves the victim so fatigued that they must lie down to rest, at which point the sigbin finishes the job by sinking their jaws into the person's chest and consuming their heart.

Due to their nauseating smell, many sigbins hide among livestock and in other overwhelmingly odorous places. Sigbins have the ability to hide in plain sight simply by standing stock still, but this power works only against adults and elders; for whatever reason, children and young animals can see the invisible sigbins. Many believe this is because children are unsullied by the cruel ways of the world, and so their eyes are still innocent enough to spot the devious beasts. Unfortunately, most adults tend to ignore children's cries about the monsters, chalking up such claims to overactive imaginations or attention-seeking behavior, inadvertently allowing sigbins to continue their hunts uninterrupted.

Recall Knowledge - Beast (Arcana, Nature): DC 20

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak SigbinCreature 5

Source Pathfinder #166: Despair on Danger Island pg. 89
Perception +12; darkvision, scent (imprecise) 30 feet
Languages Common; (can't speak any language)
Skills Acrobatics +10, Athletics +8, Stealth +12
Str +1, Dex +5, Con +4, Int -1, Wis +1, Cha +2
AC 19; Fort +11, Ref +14, Will +6
HP 60
Stench (aura, olfactory) 30 feet. A creature that enters the emanation must attempt a DC 17 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 Single ActionSingle Action claws +12 [+8/+4] (agile, finesse), Damage 2d4-2+5 slashingMelee Single ActionSingle Action fangs +12 [+7/+2] (finesse), Damage 2d6-2+5 piercingMelee Single ActionSingle Action tail +10 [+6/+2] (agile, finesse, reach 10 feet), Damage 2d4-2+5 bludgeoning plus KnockdownShadow Drain Two ActionsTwo Actions 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.

Sidebar - Additional Lore Sigbinans

Rumors hold that wicked individuals can capture sigbins and use them for nefarious purposes. These monster hunters are known as sigbinans. Capturing a sigbin is a dangerous process that requires using a living person as bait and a large magical jar as the trap. Once they've captured a sigbin, the sigbinan can deploy their monster to terrorize others. In the jungles of Vudra, sigbinans have been known to capture sigbins to create magical amulets that, when donned, grant the wearer the sigbin's ability to drink blood through a person's shadow.