Asanbosam and Azza

Asanbosam are large, hairy creatures that dwell in deep forests. While superficially similar to ogres, they don’t seem to actually be related at all, with far more unnatural biology. Their lower legs are longer than their arms, and quite flexible, with taloned feet that are able to act like a second pair of hands. They often hide in low tree branches and drop their legs to catch passing prey, tearing at their body with its claws.

Speaking of its claws, the most unusual trait of the asanbosam is its claws and teeth. Both are composed of iron rather than bone, grown by the iron rich diet the creature prefers. A cut from these claws can poison the blood, and asanbosam will sometimes leave a cut or a bite on a creature they don’t want to fight directly, then trail behind for days while the creature gets weaker, attacking when it’s more vulnerable. They will sometimes hunt humanoids specifically to supplement their diet, grinding off shavings of metal from weapons and armor. Their taste for flesh blood and habit of hunting people have led to stories that they are vampires, but this is merely a coincidental similarity.

Azza are among the least violent and aggressive type of gremlin. They interact with humanoids far less than many other varieties, instead preferring to live among storm clouds, but those who make heavy use of electricity may attract them down to the surface. Lightning specialized wizards, or those experimenting with electricity powered machinery may find azza drawn to them. Fortunately, their love of lightning means that they have no interest in destroying sources, and will instead just try to live nearby and feed off of the ambient energy, flying about in the fields created by the electrical power. Most people will put up with an azza infestation, but some will try to put the creatures to use, particularly in battle. While the azza are not individually very threatening, their touch can make a target conduct electricity, potentially leaving them vulnerable to lightning based traps or the magic of the wizard.

Originally from the Tome of Beasts 1.

Pathfinder 2e

Asanbosam Creature 5
CE Large Aberration
Perception +9; darkvision
Languages Jotun
Skills Athletics +13, Stealth +10
Str +4, Dex +1, Con +3, Int +0, Wis +0, Cha -3
AC 20; Fort +12, Ref +10, Will +9
HP 91
Speed 40 feet, climb 15 feet
Melee jaws +13, Damage 2d8+6 piercing plus Virulent Tetanus
Melee claw +13 (agile, reach 10 feet), Damage 2d4+6 slashing plus Grab and Virulent Tetanus
Virulent Tetanus (disease); Saving Throw DC 20 Fortitude; Stage 1 2d4 poison damage (1 day); Stage 2 2d10 poison damage and clumsy 1 (1 day); Stage 3 2d10 poison damage and clumsy 2 and can’t speak (1 day); Stage 4 4d10 poison damage and paralyzed with spasms (1 day); Stage 5 death

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