http://www.joanocean.com/sasquatch.html Bigfoot, Star People, Wise Ones Large Monstrous Humanoid
Hit Dice: 15d8+105 (172 hp)
Initiative: +2
Speed: 50 ft. (8 squares)
Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19
Base Attack/Grapple: +15/+24
Attack: Slam +24 melee (1d4+10)
Full Attack: 2 Slams +24 melee (1d4+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell Like Abilities, Rock Throwing, Erase Memory, Crow Form
Special Qualities: Low Light Vision, Dark Vision 60', Scent, Damage Reduction 5/-, Spirit Rocks, Near Immortality, Infrasound Communication, Sonar, Telepathy 100', Medicine Wheels
Saves: Fort +11, Ref +11, Will +13
Abilities: Str 30, Dex 14, Con 24, Int 18, Wis 18, Cha 24
Skills: Concentration +13, Diplomacy +16, Heal +12, Hide +7, Jump +15, Knowledge (Arcane, Nature) +12, Listen +12, Search +14, Sense Motive +14, Spot +12, Survival +12, Swim +15
Feats: Endurance, Great Fortitude, Improved Toughness, Iron Will
Environment: Temperate Forest or Underground
Organization: Solitary, Pair, Group (3-6)
Challenge Rating: 12
Treasure: None
Alignment: Neutral Good
Advancement: 15-24 HD (Large)
Level Adjustment: ---
"OMG!!! OMG That critter has a face!!" This is the advanced version of Sasquatch from Joan Ocean's website.
Spell Like Abilities (Sp): At Will: Alter Self, Augury, Calm Emotions, Chain of Eyes, Dancing Lights, Ghost Sound, Messin' with Humans (see page 20), Stinking Cloud, Ventriloquism 5 times per day: Fear, Divination, Dimension Door 3 times per day: Ethereal Jaunt, Teleport
Rock Throwing (Ex): Bigfoot may throw and catch rocks as a Large Giant (see MM page 119).
Erase Memory (Su): As a Standard Action a Wise One may alter the memory of anyone within 60' if they fail a DC 24 Willpower Save. This only erases the memories of the presence of the Wise One.
Crow Form (Su): At will as a Standard Action a Wise One may assume Crow Form. It's Str becomes a 1, and it's Dex increases by +2. It gains a 1d2 claw attack (2 claw attacks with a Full Attack), a Land Speed of 10', and a Fly Speed of 40' (average). It may remain in Crow Form for 1 hour per point of Constitution Modifier.
Spirit Rocks (Su): The Sasquatch can create spirit rocks that facilitate telepathic communication between themselves and others. Anyone holding a Spirit Rock can initiate telepathic communication with any one other individual holding a Spirit Rock within 1 mile as a Standard Action.
Medicine Wheels (Su): Once per month the Sasquatch can make permanent gates between planes from shells, rocks, and wood and bones. This takes 1d4 days to complete construction and costs 1000 XP. It resembles the Gate spell in all respects but it can only be used for Planar Travel not for calling creatures, and can only be used to travel to the alternate Prime Material Plane where the Sasquatch originate from.
Near Immortality: The Sasquatch are immune to aging effects.
Infrasound Communication (Ex): Sasquatch may communicate with sound outside the normal range of hearing for most species. Only creatures with Blindsight based on Sonar (bats, dolphins, etc) can pick this communication up, and unless they're intelligent (Int 3 or more) and speak Sasquatch they can't really understand it.
Sonar (Ex): Sasquatch have Blindsight 60' as long as they can hear. Any effect that deafens them negates their Blindsight.
Combat: The Sasquatch prefer not to fight, and will usually use their Spell Like Abilities to scare off opponents, or throw rocks till they go away.