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An immense humanoid skeleton stands draped in tattered robes, its horselike skull lit from within by an eerie red glow.
Saxra CR 18
XP 153,600
NE Huge undead (air)
Init +7; Senses darkvision 60 ft.; Perception +33
Defense
AC 33, touch 15, flat-footed 26 (+7 Dex, +18 natural, -2 size)
hp 300 (24d8+192)
Fort +16, Ref +17, Will +20
Defensive Abilities channel resistance +4; DR 15/bludgeoning; Immune cold, undead traits
Offense
Speed 40 ft., fly 80 ft. (good)
Melee bite +29 (2d6+13/19-20 plus 2d6 negative energy and energy drain), 2 claws +29 (1d10+13/19-20 plus 2d6 negative energy and energy drain)
Space 15 ft.; Reach 15 ft.
Special Attacks bone swarm, energy drain (2 levels, DC 30), spawn skeleton, splintered ground
Spell-Like Abilities (CL 20th; concentration +28)
Constant—deathwatch, true seeing
At will—call spirit (only creatures slain by the saxra, DC 21), desecrate, enervation, gust of wind (DC 20)
3/day—finger of death (DC 25), horrid wilting (DC 26), telekinesis (DC 23), unholy blight (DC 22)
1/day—legend lore
Statistics
Str 36, Dex 25, Con —, Int 13, Wis 23, Cha 26
Base Atk +18; CMB +33; CMD 56
Feats Combat Reflexes, Critical Focus, Defensive Combat Training, Exhausting Critical, Greater Vital Strike, Improved Critical (bite), Improved Critical (claw), Improved Vital Strike, Lightning Reflexes, Power Attack, Tiring Critical, Vital Strike
Skills Bluff +20, Diplomacy +10, Fly +19, Intimidate +35, Knowledge (religion) +17, Perception +33, Sense Motive +21, Stealth +26
Languages Auran, Common
Ecology
Environment any mountains
Organization solitary (plus spawn)
Treasure none
Special Abilities
Bone Swarm (Su) Any creature that ends its turn within 5 feet of a saxra takes 5d6 points of slashing damage and 5d6 points of negative energy damage from the whirling cloud of bone shards that surrounds it. Before the bone swarm deals damage, it attempts a caster level check to dispel any death ward effects on the target (as per a CL 20 dispel magic spell).
Spawn Skeleton (Su) Any creature that dies within 60 feet of a saxra must succeed at a DC 30 Will save or rise as a skeleton (or skeletal champion if it has an Intelligence score of 3 or more) in 1d4 rounds. Creatures raised as skeletons are overcome with the desire to slay living creatures, but the saxra has no control over them. The save DC is Charisma-based.
Splintered Ground (Su) As a standard action, a saxra can cause splintered bones to erupt from all terrain (except worked stone or open water) in a 100-foot radius. Any creature moving across this area takes 2d6 points of piercing damage and 2d6 points of negative energy damage for every 5 feet of movement, and must succeed at a DC 30 Reflex save or have its land speed reduced by half for 10 minutes. The bones remain and continue to deal damage indefinitely unless someone removes them manually (taking 10 minutes of work for each 5-foot square) or the saxra uses this ability again. The save DC is Charisma-based.
This undead spirit of bones and wind makes its home high atop remote mountains. Legends claim that a saxra can call forth amazing insights from latent memories stored in the very bones that make up its form.
A saxra towers over 20 feet tall and weighs 2 tons.