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Sthira

Creature 20 (uncommon) — cold, undead, unholy

Pre-Remaster content. May include legacy alignment.

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 o

Source: fists-of-the-ruby-phoenix-bestiary (Pre-Remaster)

Perception +33
Skills athletics +39
Str
+9
Dex
+2
Con
+10
Int
-5
Wis
+0
Cha
-2
AC 45 Fort +39 Ref +27 Will +33
HP 475
Immunities bleed, cold, death-effects, disease, mental, paralyzed, poison, unconscious
Weaknesses fire 20
Speed 25 feet

Offense

Melee Greatsword +38, Damage 3d12+15 slashing plus 2d6 cold
Melee Fist +38, Damage 3d8+15 bludgeoning plus 2d6 cold

Abilities

Create Sthira (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 grabbed 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.
Attack of Opportunity — Attack Of Opportunity
Frozen to the Touch (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 Fortitude save).
Void Healing — Negative Healing
Freezing Death (aura, cold, primal) — 20 feet. A creature that starts its turn in the aura takes 6d6 cold damage (DC 42 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 — Improved Grab

Spells

Massacre (rank 9)
Polar Ray (rank 9)
Storm of Vengeance (hail only each round) (rank 9)
Wall of Ice (rank 9)
Ray of Frost (rank 1)

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