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Dressed in tattered finery and an animal for a cloak, this small, gaunt humanoid has unnaturally long fingers and nails.

Sangoi CR 7

XP 3,200
NE Small fey
Init +10; Senses hear heartbeat, low-light vision; Perception +15


AC 21, touch 18, flat-footed 14 (+6 Dex, +1 dodge, +3 natural, +1 size)
hp 82 (11d6+44)
Fort +7, Ref +13, Will +8
DR 5/cold iron


Speed 30 ft.
Melee bite +12 (1d4+1 plus 1d4 bleed), 2 claws +12 (1d3+1 plus 1d4 bleed)
Ranged dagger +12 (1d3+1/19–20)
Special Attacks bleed (1d4), blood rage, curse of misery, horrific critical, sneak attack +2d6
Spell-Like Abilities (CL 11th; concentration +15)

Constanthide from animals (self only), hide from undead (self only), tongues
At willdetect thoughts (DC 16)
3/dayanimal trance (DC 16), invisibility (self only), snare (DC 17)
1/daycontrol weather, dominate animal (DC 17), speak with dead (DC 17)


Str 13, Dex 23, Con 18, Int 14, Wis 12, Cha 19
Base Atk +5; CMB +5; CMD 22
Feats Dodge, Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Finesse
Skills Acrobatics +20, Bluff +18, Craft (traps) +10, Diplomacy +10, Disguise +18, Escape Artist +11, Intimidate +15, Knowledge (local, nature) +10, Perception +15, Sleight of Hand +11, Stealth +24
Languages Aklo, Common, Sylvan; tongues
SQ change shape (Medium or Small land animal or humanoid, polymorph), sideways glance, sunlight transparency


Curse of Misery (Su)

As a full-round action, a sangoi can deliver its curse to an adjacent humanoid as a melee touch attack. If the target fails its save, the sangoi gains the benefit of aid (with a caster level equal to the target's Hit Dice). A sangoi gains a +2 morale bonus on attack rolls, weapon damage rolls, saving throws, and opposed skill checks against any creature affected by its curse. A creature that successfully saves can't be affected by the same sangoi's curse for 24 hours. The save DC is Charisma-based.

Curse of Misery: Touch—contact; save Will DC 19; frequency 1 day; effect permanent crushing despair.

Hear Heartbeat (Ex)

A sangoi can hear the beating hearts of living creatures nearby, granting it blindsense 30 feet and blindsight 5 feet. It can locate all creatures taking bleed damage within 30 feet as if it had blindsight. This ability does not reveal the location of creatures without hearts.

Horrific Critical (Ex)

When a sangoi enters a blood rage, its claws and teeth elongate and sharpen, threatening a critical hit on a roll of 18–20. If a sangoi reduces a humanoid to –1 or fewer hit points with a critical hit from its claws or teeth, it can tear out the target's heart and consume it as a free action (Fortitude DC 19 negates), killing the creature instantly. The sangoi gains 1d8 temporary hit points and a +2 enhancement bonus to Strength for 1 hour. When it kills a creature in this way, any humanoid within 30 feet who witnesses this attack must succeed at a DC 19 Will save or become shaken and sickened for 1d4 rounds (this is a mind-affecting fear effect). The save DCs are Charisma-based.

Sideways Glance (Su)

Sangois fade from view when in a creature's peripheral vision. They gain concealment against creatures they flank. They can attempt a Bluff check to feint as a swift action, but only against a foe that can clearly see them.

Sunlight Transparency (Ex)

Sunlight causes sangois to partially fade from view. Their bodies become translucent (20% miss chance), and they become fatigued and take a –10 penalty on Disguise checks as long as they remain in direct sunlight.