Siabrae
Level 16Attacks
Abilities
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.
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 , 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
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.)
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.
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.
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 on a failure. If the creature critically fails, or fails while already clumsy 2 or greater, the creature is petrified.
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 a host of threats—demonic invasions and undead horrors, otherworldly corruptions, and mundane greed and cupidity. Sometimes, they're tested beyond what they can bear, faced with forces they're incapable of defeating. Such a druid, seeing everything they have protected fall to destruction, might try the unthinkable. They might perform the ritual known as Welcome the Blighted Soul.
With desperate prayer and a gory blood sacrifice, the druid becomes a siabrae, taking the corruption of the land into themself and binding both together, so they might survive and fight monsters in nature's service. A small few are able to use their newfound power to save their lands, and so the ritual's legend grows. Much more often, the druid becomes a twisted guardian of something past saving, the land they protect a macabre parody of healthy nature. Most siabraes are proud and bitter, obsessed with duty and branding their living brethren as cowards and traitors.