SthiraCreature 20
Source Pathfinder #168: King of the Mountain
Perception +33 (darkvision)
Languages Common, (can't Speak Any Language)
Skills Athletics +39
Str +9, Dex +2, Con +10, Int -5, Wis +0, Cha -2
AC 45; Fort +39; Reflex +27; Will +33;
HP 475 (void healing)
Speed 25 feet
Immunities bleed, cold, death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses Fire 20
Greatsword
+38 (+33, +28) to hit (magical, reach 10, versatile p) 3d12+15 Slashing + 2d6 ColdFist
+38 (+33, +28) to hit (magical, reach 10, unarmed) 2d6 Cold + 3d8+15 BludgeoningCreate Sthira (primal)
When a creature dies while it has persistent cold damage from the sthira's frostbite, the creature rises as a sthira in 24 hours. If the creature is grabbed by the sthira when it dies, the dying creature becomes permanently fused with the sthira instead. In this case, the sthira immediately recovers a number of Hit Points equal to the half the dead creature's maximum Hit Points.
Attack of Opportunity
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Frozen to the Touch
(cold)A creature that damages the sthira with an unarmed attack, tries to Grapple it, or otherwise touches it takes 6d6 cold damage (DC 42 fortitude save).
Void HealingA 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.
Freezing Death (aura, cold, primal)20 feet. A creature that starts its turn in the aura takes 6d6 cold damage (DC 42 fortitude save). If the creature is grabbed or restrained by the sthira, it takes one degree of success worse than it rolled.
FrostbiteA creature that takes cold damage from a sthira's Strikes or aura must attempt a DC 42 fortitude save. A creature that already has persistent cold damage from frostbite ignores this effect.
Critical Success The creature is unaffected, and is temporarily immune to this ability for 1 hour.
Success The creature is unaffected.
Failure The creature takes 3d6 persistent,cold damage.
Critical Failure As failure, but the creature is also Drained 1.
Improved Grab
Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.
Innate Primal Spells (DC 39, +31 to hit)
Cantrips (10th Level): Ray of Frost
9th Level: Massacre, Polar Ray, Storm of Vengeance (hail only each round), Wall of Ice
The Wall of Heaven claims many intrepid climbers. Some such travelers come seeking fortune. Others seek enlightenment. Many, however, find only an icy death. With no means for a proper burial, many of these unfortunate souls remain abandoned to the ice, their bodies becoming macabre guideposts along mountain trails.
Through means unknown, the most willful of these frozen travelers reanimate to seek vengeance upon the living for their denied burial. Such creatures, called sthiras, are composed of multiple bodies or body parts frozen together into one horrific monstrosity.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ColdEffects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
UndeadOnce 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.
UnholyEffects 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.