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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.

Recall Knowledge - Undead (Religion): DC 42

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite SthiraCreature 20

Source Pathfinder #168: King of the Mountain pg. 87
Perception +35; darkvision
Languages Common; (can't speak any language)
Skills Athletics +41
Str +9, Dex +2, Con +10, Int -5, Wis +0, Cha -2
Items +3 greater striking greatsword
AC 47; Fort +41, Ref +29, Will +35
HP 505 (negative healing); Immunities cold, death effects, disease,
mental, paralyzed, poison, unconscious Weaknesses fire 20
Freezing Death (aura, cold, evocation, primal) 20 feet. A creature that starts its turn in the aura takes 6d6 cold damage (DC 44 basic Fortitude). If the creature is grabbed or restrained by the sthira, it takes one degree of success worse than it rolled.
Attack of Opportunity ReactionReaction
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 44 basic Fortitude).
Speed 25 feet
Melee Single ActionSingle Action greatsword +40 [+35/+30] (magical, versatile P, reach 10 feet), Damage 3d12+2+15 slashing plus 2d6 cold and frostbiteMelee Single ActionSingle Action fist +40 [+35/+30] (magical, reach 10 feet), Damage 3d8+2+15 bludgeoning plus 2d6 cold, frostbite, and Improved GrabPrimal Innate Spells DC 41, attack +31 (+4 dmg); 10th massacre; 9th polar ray (×2), storm of vengeance (hail only each round), wall of ice; Cantrips (10th) ray of frost
Create Sthira (primal, necromancy) 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.Frostbite A creature that takes cold damage from a sthira's Strikes or aura must attempt a DC 44 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.

Sidebar - Additional Lore Other Sthiras

Mountaineer stories warn of sthiras that have incorporated the bodies of powerful non-humanoids and have even more terrifying abilities as a result, ranging from the capacity to cast spells, exhale gouts of ice, or even fly.