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IrshandiCreature 16


UniqueMediumUndeadUnholy
Source Pathfinder #211: The Secret of Deathstalk Tower
Perception +31 (darkvision, tremorsense (imprecise) 60 feet)
Languages Aklo, Common, Draconic, Elven, Fey, Necril, Sakvroth
Skills Acrobatics +24, Athletics +28, Crafting +26, Intimidation +24, Nature +33, Religion +29, Stealth +26, Survival +31
Str +6, Dex +4, Con +6, Int +4, Wis +9, Cha +2

AC 36; Fort +28; Reflex +24; Will +31;
HP 218 (void healing, rejuvenation)
Speed 25 feet (burrow 25 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Resistances Fire 20

Stone Antler One Action +28 (+23, +18) to hit (magical) 5d6+12 Bludgeoning

Tremorsense (Imprecise) 60 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Miasma (aura, disease, primal)

20 foot. DC 37 fortitude.


A creature that enters the aura or begins its turn there becomes Sickened 2 on a failure (or Sickened 4 on a critical failure). An animal, fey, or plant that rolls a failure gets a critical failure instead. Regardless of the result of the saving throw, the creature is temporarily immune to the siabrae's miasma for 1 minute.

Rejuvenation (primal)

When a siabrae is destroyed, they can attempt a DC 10 flat (they automatically succeed if they're standing on blighted or diseased terrain, and automatically fail if they're standing on sacred ground). If the flat check succeeds, the siabrae's body crumbles to dust and absorbs into the earth. After 1d10 days, the siabrae's body reforms from a mass of unworked stone large enough to create a new body; this stone is in a random location within 1d10 miles of where the siabrae was destroyed. The siabrae emerges from the stone with a peal of thunder, though without any of their gear.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Blight Mastery

Any of the siabrae's spells or effects that would normally be restricted to affecting animals can also affect undead animals. Furthermore, any animals the siabrae takes the form of or summons appear to be diseased, malnourished, or even dead and rotting. (This doesn't affect their statistics.)

Earth Glide

The siabrae can Burrow through any earthen matter, including rock. When it does so, the siabrae moves at its full burrow Speed, leaving no tunnels or signs of its passing.

Steady Spellcasting

If a reaction would disrupt the siabrae's spellcasting action, the siabrae attempts a DC 15 flat. On a success, the action isn't disrupted.

Stony Shards (curse, earth, incapacitation, primal)

Tiny shards break off the siabrae's antlers when they attack, lodging in the target's wounds and inflicting a terrible curse. A creature damaged by a siabrae's stone antlers Strike must succeed at a DC 37 fortitude save or become Clumsy 2 for 1d4 rounds on a failure. If the creature critically fails, or fails while already clumsy 2 or greater, the creature is petrified.


Primal Prepared Spells (DC 41, +33 to hit)

Cantrips (8th Level): Caustic Blast, Electric Arc, Ignition, Sigil, Tangle Vine
1st Level: Charm, Fear, Gust of Wind, Harm
2nd Level: Dispel Magic, Mist, One with Plants, Revealing Light
3rd Level: Blindness, Earthbind, Fireball, Lightning Bolt, Slow, Wall of Thorns
4th Level: Fly, Unfettered Movement, Wall of Fire
5th Level: Impaling Spike
6th Level: Chain Lightning, Cursed Metamorphosis, Petrify, Truesight
7th Level: Execute



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.