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SiabraeCreature 16


Rare​NE​Medium​Undead​
Source Pathfinder Book of the Dead
Perception +31 (darkvision, tremorsense (imprecise) 60 feet)
Languages Aklo, Common, Draconic, Elven, Necril, Sylvan, Undercommon
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 (negative healing, rejuvenation)
Speed 25 feet (burrow 25 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances Fire 20, Physical 15

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

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

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.

Negative Healing

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

Rejuvenation (necromancy, 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.

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.)

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, necromancy, 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.