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Siabrae

Creature 16 (rare) — undead, unholy

Pre-Remaster content. May include legacy alignment.

WeaverCrasherLANDSUBTERRANEANundeadunholy

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; darkvision, tremorsense (imprecise) 60 feet
Languages aklo, common, draconic, elven, fey, necril, sakvroth
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
Items Staff of Nature's Vengeance, Scroll of True Seeing (Level 6)
AC 36 Fort +28 Ref +24 Will +31
HP 218 (void healing, rejuvenation)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Resistances fire 20
Speed 25 feet, burrow 25 feet (earth glide)

Offense

Melee Stone Antler (magical) +28, Damage 5d6+12 bludgeoning plus Siabrae Stony Shards

Abilities

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.
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 — A 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.
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.
Primal Prepared Spells DC 41, attack +33
8th Earthquake, Polar Ray
7th Eclipse Burst, Finger of Death, Mask of Terror
6th Chain Lightning, Flesh to Stone (×2), Tangling Creepers
5th Cloudkill, Cone of Cold, Tree Stride
4th Freedom of Movement, Rusting Grasp, Solid Fog
3rd Earthbind, Wall of Thorns, Wall of Wind
2nd Spider Climb, Water Walk, Web
1st Longstrider, Pass Without Trace, Ventriloquism
Cantrips (8th) Dancing Lights, Detect Magic, Produce Flame, Sigil, Tanglefoot
Primal Focus Spells DC 41, attack +33; 3 Focus Points
1st Wild Morph, Wild Shape

WORKS WELL WITH

AnvilLANDStalwart defender holds enemies within miasma aura while the caster operates from safety via earth glide
ShadeLAND / SUBTERRANEANStealth ally exploits sickened perception penalties from miasma for easier ambushes
SniperLANDRanged attacker capitalizes on sickened condition reducing enemy AC and saving throws

PUNISHES

✖ clumping✖ low Fort✖ relying on animals
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Book of the Dead.

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