Asasonbosam

An asasonbosam is a hirsute hulk with bulging, bloodshot eyes, often perched high in a tree and ready to seize unwary passersby with talons like rusty hooks.

Iron Hooks and Fangs. They resemble hairy ogres from the waist up, but with muscular and flexible legs much longer than those of an ogre. These odd appendages end in feet with hooklike talons, and both the creature’s hooks and its fangs are composed of iron rather than bone or other organic material. These iron fangs and claws mark an asanbosam’s age, not just by their size but also by their color. The youngest specimens have shiny gray hooks and fangs, while older ones have discolored and rusty ones.

Iron Eaters. The asanbosam diet includes iron in red meat, poultry, fish, and leaf vegetables, and—in times of desperation— grinding iron filings off their own hooks to slake their cravings. The asanbosams’ taste for fresh blood and humanoid flesh led to the folklore that they are vampiric (not true).

Tree Lairs. Asanbosams spend most of their lives in trees, where they build nestlike houses or platforms of rope and rough planks. They don’t fear magic; most tribes count at least one spellcaster among its members.

Asanbosam

Large aberration, chaotic evil
Armor Class 14 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 40 ft., climb 15 ft.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 17 (+3) 11 (+0) 10 (+0) 5 (-3)

Skills Acrobatics +4, Perception +3, Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages Giant
Challenge 5 (1,800 XP)

Spider Climb. The asanbosam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Arboreal. While up in trees, the asanbosam can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Multiattack. The asanbosam makes one bite attack and one claws attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease. If the saving throw fails, the target takes 11 (2d10) poison damage immediately and becomes poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw and reduce its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the asanbosam can’t claw a different target. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or contract the disease described in the bite attack.

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