Sthira
CREATURE 20The 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.
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.
A creature that damages the sthira with an unarmed attack, tries to Grapple it, or otherwise touches it takes 6d6 cold damage (DC 42 basic Fortitude save).
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.
20 feet. A creature that starts its turn in the aura takes 6d6 cold damage (DC 42 basic Fortitude save). If the creature is grabbed or restrained by the sthira, it takes one degree of success worse than it rolled.
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.
The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.