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SthiraCreature 20


UncommonNELargeColdUndead
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 +29; Reflex +27; Will +33;
HP 475 (negative healing)
Speed 25 feet
Immunities paralyzed, unconscious, cold, mental, poison, death effects, disease

Greatsword One Action +38 (+33, +28) to hit (magical, reach 10, versatile p) 3d12+15 Slashing + 2d6 Cold
Fist One Action +38 (+33, +28) to hit (magical, reach 10) 2d6 Cold + 3d8+15 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.

Create Sthira (necromancy, 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 grappled 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.

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.

Attack of Opportunity Reaction

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 Reaction (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 basic fortitude save).

Freezing Death (cold, aura, evocation, primal)

20 feet Aura


A creature that starts its turn in the aura takes 6d6 cold damage (DC 42 basic fortitude save). If the creature is grabbed or restrained by the sthira, it takes one degree of success worse than it rolled.

Frostbite

A 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 Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Innate Primal Spells (DC 39, +31 to hit)

Cantrips (10th Level): Ray of Frost
9th Level: Polar Ray, Storm of Vengeance (hail only each round), Wall of Ice
10th Level: Massacre


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

Uncommon

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.

Cold

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.