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Sthira

Creature 20 (uncommon) — cold, undead, unholy

Pre-Remaster content. May include legacy alignment.

AnvilCrasherLANDcoldundead

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; darkvision
Languages common; (can't speak any language)
Skills athletics +39
Str
+9
Dex
+2
Con
+10
Int
-5
Wis
+0
Cha
-2
Items Greatsword
AC 45 Fort +39 Ref +27 Will +33
HP 475 (void healing)
Immunities bleed, cold, death-effects, disease, mental, paralyzed, poison, unconscious
Weaknesses fire 20
Speed 25 feet

Offense

Melee Greatsword (magical, reach-10, versatile-p) +38, Damage 3d12+15 slashing plus 2d6 cold plus Frostbite
Melee Fist (magical, reach-10, unarmed) +38, Damage 3d8+15 bludgeoning plus 2d6 cold plus Frostbite, Improved Grab

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
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 — 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.
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
Primal Innate Spells DC 39, attack +31
9th Massacre, Polar Ray (×2), Storm of Vengeance (hail only each round), Wall of Ice
Cantrips (9th) Ray of Frost

WORKS WELL WITH

CrasherLANDAnvil's freezing aura and Improved Grab immobilize targets, granting the Crasher priority on stationary foes.
WeaverLANDWeaver funnels enemies into the Anvil's reach and aura, maximizing positioning for passive cold and persistent damage.
MenderLANDAnvil's extreme durability and fire weakness benefit from a Mender who controls the attrition tempo.

PUNISHES

✖ clumping✖ melee reliance✖ low Fortitude
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 #168: King of the Mountain.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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