Siabrae
Creature 16 (rare) — undead, unholy
Pre-Remaster content. May include legacy alignment.
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
Source: book-of-the-dead-bestiary (Pre-Remaster)
Perception +31
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
Ref +24
Will +31
HP 218
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Resistances fire 20
Speed 25 feet, burrow 25 feet
Offense
Melee Stone Antler +28, Damage 5d6+12 bludgeoning
Abilities
Tremorsense (Imprecise) 60 feet — Tremorsense
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 — Negative Healing
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.
Spells
Earthquake (rank 8)
Polar Ray (rank 8)
Eclipse Burst (rank 7)
Finger of Death (rank 7)
Mask of Terror (rank 7)
Chain Lightning (rank 6)
Flesh to Stone (rank 6)
Tangling Creepers (rank 6)
Cloudkill (rank 5)
Cone of Cold (rank 5)
Tree Stride (rank 5)
Freedom of Movement (rank 4)
Rusting Grasp (rank 4)
Solid Fog (rank 4)
Earthbind (rank 3)
Wall of Thorns (rank 3)
Wall of Wind (rank 3)
Spider Climb (rank 2)
Water Walk (rank 2)
Web (rank 2)
Dancing Lights (rank 1)
Detect Magic (rank 1)
Longstrider (rank 1)
Pass Without Trace (rank 1)
Produce Flame (rank 1)
Sigil (rank 1)
Tanglefoot (rank 1)
Ventriloquism (rank 1)
Wild Morph (rank 1)
Wild Shape (rank 1)
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