Sigbin
Medium fey (shapechanger), chaotic evil
Armor Class 15 (natural armor)
Hit Points 98 (13d8 + 39)
Speed 40 ft. (back-hopping), climb 20 ft.
STR 14 (+2) · DEX 18 (+4) · CON 16 (+3) · INT 8 (−1) · WIS 14 (+2) · CHA 12 (+1)
Saving Throws Dex +7, Wis +5
Skills Acrobatics +7, Perception +5, Stealth +10
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 15
Languages understands Common and Visayan but can’t speak
Challenge 4 (1,100 XP)
Traits
Back-Hopper. The sigbin normally moves facing backward; opportunity attacks against it are made with disadvantage, and it can take the Disengage action as a bonus action.
Shadow Hunter. While the sigbin and its target are both within 30 feet of a single light source that casts a discernible shadow (torch, lamplight, moonlight), the sigbin can see that creature’s shadow as if it were the creature, ignoring invisibility, cover, and the blinded condition.
Shadow Drain. If the sigbin starts its turn grappling a creature whose shadow it can see, that creature’s hit-point maximum is reduced by 3 (1d6) and the sigbin regains 3 hit points. The reduction lasts until the target finishes a long rest; the target dies if this reduces its hit-point maximum to 0.
Jar-Bound Familiar. If the sigbin’s clay jar or its master (the creature that created it) is destroyed, the sigbin takes 22 (4d10) psychic damage and must succeed on a DC 15 Charisma saving throw or be banished to the Feywild for 1 year and 1 day.
Actions
Multiattack. The sigbin makes two Claw attacks or one Tongue Lunge attack.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the attack hits a surprised creature, it deals an extra 7 (2d6) necrotic damage.
Tongue Lunge. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature whose shadow the sigbin can see. Hit: 14 (3d6 + 4) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the sigbin can’t use Tongue Lunge on another target. Grappled creatures are dragged up to 10 ft. whenever the sigbin moves.
Shadow Step (Recharge 5–6). The sigbin magically teleports, along with anything it is carrying or any creature it is grappling, up to 30 feet to an unoccupied space it can see that is also within 30 feet of the same light source as before.
Bonus Actions
Blurred Leap. The sigbin leaps up to its speed. This movement ignores difficult terrain and doesn’t provoke opportunity attacks.
Reactions
Night Shriek. When the sigbin takes radiant damage, it emits an ear-splitting cry. Each creature within 10 feet must succeed on a DC 15 Constitution saving throw or be deafened until the end of its next turn.
Legendary Actions
The sigbin can take 1 legendary action per round, choosing from the options below at the end of another creature’s turn.
Quick Hop. The sigbin moves up to 15 ft. without provoking opportunity attacks.
Shadow Graze. The sigbin makes one Claw attack against a creature it is grappling.
Lore
A creepy night creature that looks like a hornless goat or a kangaroo walking backward, head low and ears enormous.
In oral tradition, the Sigbin is filed simultaneously under cryptid, vampire, and familiar. That three-way label stresses that we’re not dealing with a wild animal but with a creature bound by occult contracts to witch-aswangs and to the so-called sigbinan—families whose prosperity, neighbors whisper, rests on a secret alliance with otherworldly forces.
It’s worth noting that “Sigbin” describes a whole class of magically controlled predators rather than a single biological species. Some stories mention the more domesticated Umatrak, others the large and vicious Un-Laun, and still others the relatively harmless Uma, said to bring its owner luck and wealth.
From Oceanian Bestiary 5E, p. 78 · Fern Flower Press