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SiabraeCreature 16


Rare​Medium​Evil​Undead​Unholy​
Source Pathfinder Book of the Dead
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): Dancing Lights, Detect Magic, Produce Flame, Sigil, Tanglefoot
1st Level: Longstrider, Pass Without Trace, Ventriloquism
2nd Level: Spider Climb, Water Walk, Web
3rd Level: Earthbind, Wall of Thorns, Wall of Wind
4th Level: Freedom of Movement, Rusting Grasp, Solid Fog
5th Level: Cloudkill, Cone of Cold, Tree Stride
6th Level: Chain Lightning, Flesh to Stone, Tangling Creepers
7th Level: Eclipse Burst, Finger of Death, Mask of Terror
8th Level: Earthquake, Polar Ray

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

1st Level: Wild Morph, Wild Shape


A siabrae is a determined and merciless foe, bound by a twisted sense of duty to nature so strong that it drove them to commit unspeakable acts and arise as an undead menace.


A siabrae is an abomination. A skeletal druid or wild witch, with bones the texture of stone and antlers of rock rising from their rough skulls, they're people who have willingly paid the ultimate price to protect the natural world. It rarely goes well for them.

Druids and wild witches protect Golarion's environment from a host of threats—demonic invasions and undead horrors, otherworldly corruptions, and mundane greed and cupidity. Sometimes, they're tested beyond what they can bear, faced with forces they're incapable of defeating. Such a druid, seeing everything they have protected fall to destruction, might try the unthinkable. They might perform the ritual known as Welcome the Blighted Soul.

With desperate prayer and a gory blood sacrifice, the druid becomes a siabrae, taking the corruption of the land into themself and binding both together, so they might survive and fight monsters in nature's service. A small few are able to use their newfound power to save their lands, and so the ritual's legend grows. Much more often, the druid becomes a twisted guardian of something past saving, the land they protect a macabre parody of healthy nature. Most siabraes are proud and bitter, obsessed with duty and branding their living brethren as cowards and traitors.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.