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Sié GoluoCreature 14


UniqueNGHugeBeastIncorporealSpirit
Source Pathfinder Lost Omens: The Mwangi Expanse
Perception +25 (scent (imprecise) 60 feet)
Languages Mwangi, (can't Speak Any Language)
Skills Athletics +31, Diplomacy +28, Intimidation +31, Nature +31, Survival +28
Str +9, Dex +5, Con +8, Int +1, Wis +8, Cha +4

AC 36; Fort +28; Reflex +20; Will +28;
HP 320 (rejuvenation)
Speed 40 feet
Immunities paralyzed, unconscious, poison, precision, death effects, disease
Resistances All 10

Horn One Action +31 (+26, +21) to hit (reach 10) 1d12 Force + 2d10+16 Piercing

Scent

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Spirit Steps

Sié Goluo ignores difficult terrain and doesn't trigger traps with his movement.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Ancestral Response Free Action

Trigger A creature on the Material Plane calls out for Sié Goluo


Effect Sié Goluo instantaneously appears in an unoccupied space within 30 feet of the triggering creature and heals 8d8 Hit Points on all allies that can see him within 60 feet. Allies healed this way gain a +2 circumstance bonus on saving throws for 1 minute.

Creatures that receive these benefits become temporarily immune to them for 1 year.

Effect: Ancestral Response

Ferocity Reaction

Trigger The monster is reduced to 0 HP.


Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability

Rejuvenation (divine, necromancy)

When Sié Goluo is destroyed, he reforms, fully healed, at a location of his choosing anywhere on the Material Plane after 2d4 days. If every person of Mwangi descent rejects belief in Sié Goluo, the spirit is permanently destroyed.

Spirit Charge Two Actions

Sié Goluo Strides twice, then makes a horn Strike. On a hit, Sié Goluo creates a shock wave that deals 4d12 force damage in a 30-foot cone (DC 34 basic reflex save).

Creatures that fail their save are pushed away 5 feet (10 feet on a critical failure).


Innate Primal Spells (DC 34, +26 to hit)

1st Level: Pass Without Trace (Constant)
3rd Level: Humanoid Form (At Will)


Sié Goluo, sometimes referred to simply as Grandfather, is an ancient spirit that has kept watch over the peoples of the Mwangi Expanse for generations. Most believe he first appeared during the Age of Darkness to protect the Mwangi people from the worst dangers of the everlasting night. Bekyar storytellers claim he is older still, from a time before the first people walked Golarion. This immortal spirit has incarnated into multiple forms over millennia. In the oldest surviving tales, they say Sié Goluo looked like an ordinary-if oversized-ox, save for his nearly human-looking eyes. Most recently, people say he has the appearance of several different animals, but accounts vary on which animals make up his form.

When a traveling farmer is assailed by a deadly beast, or a small village faces the wrath of an advancing army, Sié Goluo manifests in whatever form will allow him to best defend them. There seem to be no geographical limitations on where he can manifest, as there are tales of him saving Mwangi adventurers as far spread as Tian Xia and Arcadia.


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.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.