Shambling Cie'th
Cie’th, Ghoul
Shambling towards you is a deceptively humanoid figure, at first appearing to be a man with long arms and legs, but the black crust of crystal and skin reveals its true nature.
Ghoul (CR 2)
XP 600
NE Medium outsider (Cie’th, native)
Init +5; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 16, touch 11, flat-footed 15 (+5 natural, +1 Dex)
hp 29 (3d10+12)
Fort +6 Ref +4 Will +1
DR 5/adamantine or crystal Immune mind-affecting; SR 15
OFFENSE
Speed 30 ft.
Melee slam +5 (1d4+2)
STATISTICS
Str 14, Dex 12, Con 16, Int 2, Wis 12 Cha 11
Base Atk +3; CMB +5; CMD 15
Feats Toughness, Improved Initiative
Skills Acrobatics +7, Perception +7
Languages Common (cannot speak)
ECOLOGY
Environment any
Organization solitary, pair, gang (3-5), crowd (6-12), mob (13+)
Treasure Cie’th tear
Amongst the lowest of the low, ghouls are Cie’th whose abilities as l’Cie were given little time to develop before they eventually failed to complete their Focus. Though not the most wretched of their ilk, these are otherwise unremarkable Cie’th who hold few advantages aside from sheer numbers. Despite their name, these Cie’th- as well as many others- are not truly undead, though they are just as fearsome, if not even more so.
Ghouls are 7 feet tall and weigh about 350 pounds.
Cie’th, Ghast
A hulking humanoid creature approaches, covered in blue crystals. One arm, though far larger than the other, hangs at the creature’s side while it raises the other, moaning as its digits are coated in arcane fire.
Ghast (CR 5)
XP 1,600
NE Medium outsider (Cie’th, native)
Init +7; Senses darkvision 90 ft.; Perception +13
DEFENSE
AC 21, touch 13, flat-footed 18 (+8 natural, +3 Dex)
hp 81 (7d10+42)
mp 19
Fort +10 Ref +8 Will +5
DR 5/adamantine or crystal Immune mind-affecting; Resist fire 5; SR 16
OFFENSE
Speed 30 ft.
Melee slam +8 (1d8+8)
Spells Known (Red Mage CL 7th; concentration +10)
Str 19, Dex 16, Con 21, Int 2, Wis 16 Cha 12
Base Atk +7; CMB +10; CMD 24
Feats Toughness, Improved Initiative, Weapon Focus (slam), Power Attack (included in the statistics above)
Skills Acrobatics +10, Perception +13, Stealth +9
Languages Common (cannot speak)
SQ great claw
SPECIAL ABILITIES
Great Claw (Ex): The jagged crystals and heavy plates that make up the oversized claw of a ghast let them make slam attacks as a creature two size categories larger.
ECOLOGY
Environment any
Organization solitary, pair, gang (3-5), crowd (6-12)
Treasure Cie’th tear
A step above some of the weaker Cie’th are ghasts, who were noteworthy spellcasters during their time as a l’Cie, and they retain some of that prowess in their status as a Cie’th. They make generous use of their magic, likely to kill their enemies through fire before getting close enough to attack with their claws, though they are unafraid to lay some strikes down when within range.
Ghasts are 7 ½ feet tall and weigh 1200 pounds.
Cie’th, Strigoi
Hunched over like a disproportionate ape, this creature, covered in gray and azure crystal, turns in your direction and gives a hollow and tinny braying noise before charging at you.
Strigoi (CR 8)
XP 4,800
NE Large outsider (Cie’th, native)
Init +7; Senses darkvision 90 ft.; Perception +17
DEFENSE
AC 24, touch 12, flat-footed 21 (+12 natural, +3 Dex, -1 size)
hp 155 (10d10+100)
Fort +15 Ref +10 Will +7
DR 10/adamantine or crystal Immune mind-affecting, death effects, daze, stun; Resist fire 5, ice 5, wind 5, earth 5, lightning 5, water 5; SR 19
OFFENSE
Speed 40 ft.
Melee 2 slams +13/+13 (2d6+13)
Space/Reach 10 ft./10 ft.
Special Attacks wail
Spell-Like Abilities (CL 10th; concentration +14)
Str 24, Dex 16, Con 27, Int 2, Wis 18 Cha 14
Base Atk +10; CMB +19; CMD 30
Feats Toughness, Improved Initiative, Weapon Focus (slam), Power Attack (included in the statistics above), Ability Focus (wail)
Skills Acrobatics +10, Perception +17, Stealth +8
Languages Common (cannot speak)
SQ great claw, sharp claw
SPECIAL ABILITIES
Great Claw (Ex): The jagged crystals and heavy plates that make up the oversized claw of a strigoi let them make slam attacks as a creature two size categories larger.
Sharp Claw (Ex): The points, edges, and grooves on a strigoi’s arm are able to easily rend flesh, letting them do either bludgeoning and piercing or bludgeoning and slashing damage with their slam attack.
Wail (Su): A guttural cry echoes from the strigoi’s throat as a standard action, shattering the nerves of all who draw near. All enemies who are within a 30 ft. radius must make a Fortitude save (DC 21) or be stunned for 1d6 rounds and then staggered for 1d4 rounds afterward. Those who make the save are instead staggered for 1 round. A creature under the effects of this ability cannot be affected again by it until the effects of the first usage and one additional round have passed, even if they are under the effects from another creature’s use of the ability. Blue mages may learn this ability as a 5th-level spell (DC 25).
ECOLOGY
Environment any
Organization solitary, pair, gang (3-5)
Treasure Cie’th tear
Though all Cie’th are dangerous to some degree, strigoi are universally regarded as the first true threat amongst the shambling Cie’th to a party of experienced adventurers. If they aren’t close enough to affect enemies with their wail ability at the start of battle, they begin by hurling ruin spells at their targets until the gap is closed. When in melee, strigoi favor casting ruin as they attack, with no need to fear attacks of opportunity due to the ability being quickened, making liberal use of wailing to keep their victims from fighting back.
Strigoi are 8 ½ feet tall and weigh 2,100 pounds.
Cie’th, Taxim
The blue-black crystals layered over this Cie’th’s leathery skin seem to radiate cold hunger. With a wave of its hand, ice erupts from the earth around one enemy, and with another flick of the wrist, the flesh of a second enemy ruptures like a boiled sausage, blood spraying from the fresh wounds.
Taxim (CR 11)
XP 12,800
NE Large outsider (Cie’th, native)
Init +8; Senses darkvision 120 ft.; Perception +21
DEFENSE
AC 28, touch 13, flat-footed 24 (+15 natural, +4 Dex, -1 size)
hp 215 (13d10+143)
mp 81
Fort +18 Ref +12 Will +9
DR 10/adamantine and magic or crystal and magic Immune mind-affecting, bleed, curse, death effects, daze, stun; Resist fire 10, ice 15, wind 10, earth 10, lightning 10, water 10; SR 22
OFFENSE
Speed 40 ft.
Melee 2 slams +23/+23 (2d6+9)
Space/Reach 10 ft./10 ft.
Special Attacks wail
Spells Known (Black Mage/Necromancer CL 13th; concentration +18)
Str 28, Dex 18, Con 31, Int 2, Wis 20 Cha 15
Base Atk +13; CMB +25; CMD 36
Feats Toughness, Improved Initiative, Weapon Focus (slam), Ability Focus (wail), Improved Critical (slam), Critical Focus, Bleeding Critical
Skills Acrobatics +13, Perception +21, Stealth +12
Languages Common (cannot speak)
SQ great claw, sharp claw
SPECIAL ABILITIES
Great Claw (Ex): The jagged crystals and heavy plates that make up the oversized claw of a taxim let them make slam attacks as a creature two size categories larger.
Sharp Claw (Ex): The points, edges, and grooves on a taxim’s arm are able to easily rend flesh, letting them do either bludgeoning and piercing or bludgeoning and slashing damage with their slam attack.
Wail (Su): A guttural cry echoes from the taxim’s throat as a standard action, shattering the nerves of all who draw near. All enemies who are within a 30 ft. radius must make a Fortitude save (DC 22) or be stunned for 1d6 rounds and staggered for 1d4 rounds afterward. Those who make the save are instead staggered for 1 round. A creature under the effects of this ability cannot be affected again by it until the effects of the first usage and one more round have passed, even if they are under the effects from another creature’s use of the ability. Blue mages may learn this ability as a 5th-level spell (DC 25).
ECOLOGY
Environment any
Organization solitary, pair, gang (3-5)
Treasure Cie’th tear
Taxims, like ghasts, are Cie’th who were skilled in magic during their time as l’Cie. They have much greater power than their lessers, however, and hold even deeper malice, which they channel into their spells for a truly vicious assault. In melee, they prefer to focus on one enemy at a time, beating them to death with full attacks whenever possible.
Taxims are about 9 feet tall and weigh 2,800 pounds.
Cie’th, Vampire
The Cie’th marching towards you makes a loud, sad groan as it approaches. Its normally gray and green crystal plating is sticky, red and purple gore dripping from its huge pincer and running along the limb’s grooves.
Vampire (CR 13)
XP 25,600
NE Large outsider (Cie’th, native)
Init +9; Senses darkvision 120 ft.; Perception +25
DEFENSE
AC 31, touch 14, flat-footed 26 (+17 natural, +5 Dex, -1 size)
hp 269 (15d10+176)
mp 124
Fort +20 Ref +14 Will +11
B 10/adamantine and magic or crystal and magic Immune mind-affecting, bleed, curse, death effects, daze, stun, sickening, nauseating; Resist fire 10, ice 10, wind 10, earth 10, lightning 10, water 10; SR 24
OFFENSE
Speed 40 ft.
Melee pincer +27 (2d6+11 plus grab), slam +26 (2d6+11)
Space/Reach 10 ft./10 ft.
Special Attacks flail, grind, wail
Spells Known (Necromancer CL 15th; concentration +21)
Str 32, Dex 20, Con 33, Int 2, Wis 22 Cha 17
Base Atk +15; CMB +28 (+30 when grappling); CMD 44 (46 vs. grapple)
Feats Toughness, Improved Initiative, Weapon Focus (pincer), Ability Focus (wail), Dirty Fighting, Improved Grapple, Greater Grapple, Body Shield
Skills Acrobatics +13, Perception +25, Stealth +14
Languages Common (cannot speak)
SQ great claw, sharp claw
SPECIAL ABILITIES
Flail (Ex): While an opponent is grappled by its pincer, a vampire can make a single slam attack upon one creature within reach. If the attack is successful, then both the target and the creature in the vampire’s pincers take the damage of the slam attack.
Great Claw (Ex): The jagged crystals and heavy plates that make up the oversized claw of a vampire let them make slam attacks as a creature two size categories larger.
Grind (Ex): After a successful grapple with its pincer attack, a vampire deals 1d6 rending damage to the creature held. Every round after, so long as the vampire maintains a successful hold, the victim continues to take the damage of the pincer attack and an additional 1d6 rending damage.
Sharp Claw (Ex): The points, edges, and grooves on a vampire’s arm are able to easily rend flesh, letting them do either bludgeoning and piercing or bludgeoning and slashing damage with their slam attack.
Wail (Su): A guttural cry echoes from the vampire’s throat as a standard action, shattering the nerves of all who draw near. All enemies who are within a 30 ft. radius must make a Fortitude save (DC 23) or be stunned for 1d6 rounds and staggered for 1d4 rounds afterward. Those who make the save are instead staggered for 1 round. A creature under the effects of this ability cannot be affected again by it until the effects of the first usage and one more round have passed, even if they are under the effects from another creature’s use of the ability. Blue mages may learn this ability as a 5th-level spell (DC 25).
ECOLOGY
Environment any
Organization solitary, pair, trio
Treasure Cie’th tear, impeder’s opal
Like many Cie’th, the vampire shares its name with an undead creature. Unlike most Cie’th, it bears a terrific resemblance to its namesake in its lust for bloodshed, though it drains the blood of its foes by tearing them asunder, rather than drinking it. They typically begin battle by using their wound spell-like abilities, using different strengths of it based on the number and power of their opponents, or they start with their wail ability if they are within range. Once their enemies have been softened up, they typically grapple opponents with their pincers and crush them to death. Especially dangerous in groups, they have an uncanny knack for working in concert, making efficient use of their time in combat by dedicating themselves to a particular role so far as circumstances will allow.
About one in twenty vampires have, instead of a normal Cie'th tear, a white gem called an impeder's opal. This stone is a 1-inch sphere and perfectly smooth, and bolsters its user's magical abilities. All Enfeebling spells and spell-like abilities used when wearing this stone (in the neck slot as a pendant) increase their save DCs by 2. Up to three times per day, the opal can also be used to apply the effects of the Extend Spell or Persistent Spell metamagic feat to any Enfeebling spell you cast, as though it was a greater metamagic rod. Alternately, it may be used as a double-strength Cie'th tear. These stones can be sold for up to 50,000 gil on the open market, should the buyer know it for what it is.
Vampires are about 10 feet tall and weigh 3,500 lbs.
Cie’th, Sacrifice
Standing against the blackness of the nightscape is a broad, vaguely humanoid figure, topheavy and coated in smooth, glassy crystal as pale as moonlight. It creeps forward with a steady, graceful step unlike that of others of its kind, silent as death and intent on delivering it.
Sacrifice (CR 15)
XP 51,200
NE Large outsider (Cie’th, native)
Init +9; Senses darkvision 120 ft.; Perception +28
DEFENSE
AC 34, touch 22, flat-footed 29 (+12 natural, +5 Dex, +8 deflection -1 size)
hp 298 (17d10+204)
mp 164
Fort +21 Ref +15 Will +12
DR 15/adamantine and magic or crystal and magic Immune mind-affecting, bleed, curse, death effects, daze, stun, sickening, nauseating; Resist fire 15, ice 15, wind 20, earth 15, lightning 15, water 15, holy 5, shadow 5; SR 26
OFFENSE
Speed 40 ft.
Melee 2 slams +30/+30 (2d6+22)
Space/Reach 10 ft./10 ft.
Special Attacks anathema
Spells Known (Black Mage CL 17th; concentration +23)
Str 34, Dex 20, Con 33, Int 2, Wis 24 Cha 19
Base Atk +17; CMB +31; CMD 46
Feats Toughness, Improved Initiative, Weapon Focus (slam), Power Attack (included in the statistics above), Furious Focus, Bouncing Spell, Sickening Spell, Elemental Focus (wind), Greater Elemental Focus (wind)
Skills Acrobatics +14, Perception +28, Stealth +15
Languages Common (cannot speak)
SQ great claw, mirrorskin, sharp claw
SPECIAL ABILITIES
Anathema (Su): The sacrifice, as a standard action, releases a stream of black, vile mist that homes in and engulfs a single target within 60 ft., using debilitating and antimagic energies to cripple a foe. The target is subjected to a targeted greater dispel effect (CL 17 in this case), and given a menagerie of status effects. The target has to make a DC 26 saving throw each to avoid the Sap (Fort), Slow (Will) and Imperil (Will) status. Another DC 26 Will save being failed imposes a -4 penalty on all saving throws against spells and spell-like abilities. Finally, failing the last DC 26 Will save forces the target to treat their caster level as four levels lower for determining the effects of any and all spells and spell-like abilities they use. These effects all last for 1d6 + casting modifier rounds (1d6+8 in this case). The sacrifice must wait 1d4 rounds before using this ability again. Blue mages can learn this ability as a 9th-level spell (DC 33).
Great Claw (Ex): The jagged crystals and heavy plates that make up the oversized claw of a sacrifice let them make slam attacks as a creature two size categories larger.
Mirrorskin (Ex): All hostile spells and spell-like abilities that affect a sacrifice of 3rd-level or lower are automatically reflected back at the caster as though countered by an unbeatable Reflect effect. Any other hostile spells or spell-like abilities that fail to penetrate the sacrifice’s spell resistance have a 50% chance of reflecting back at the caster; those that are not reflected are simply nullified.
Sharp Claw (Ex): The points, edges, and grooves on a sacrifice’s arm are able to easily rend flesh, letting them do either bludgeoning and piercing or bludgeoning and slashing damage with their slam attack.
ECOLOGY
Environment any
Organization solitary, pair, trio
Treasure lunar musk
The curious and enigmatic sacrifice is an unusual beast, even by Cie’th standards; many believe that they were formed by fal’Cie who make their home on the moon. Indeed, sacrifices seem to harbor a strange longing for the moon, and venture into the open only at night to bask in its pale luminescence when they are not attempting to kill something. In combat, they begin by using their anathema ability and follow up with aera and aeroga to take out groups of enemies or their repertoire of aero spells for single targets. Especially tough or troublesome enemies are targeted by death, usually only after having been engaged for three rounds or so, although they have been known to kick off the fight with death if they see an opponent who might outclass them.
Another trait that separates the sacrifice from other Cie’th is their lack of a Cie’th tear. The clear fluid inside the cores of other Cie’th is instead a transparent, electric blue liquid that has an alien, yet pleasant scent. Known as lunar musk, this essence is used as an incredibly rare perfume that can be fantastically expensive, fetching 12,500 gil per 1 ounce bottle. The smell of it can be quite potent; applying a whole ounce of lunar musk to a creature or object releases an odor that can be detected up to a quarter of a mile away by creatures with the scent ability, and all creatures who come within 10 ft. and inhale the scent emanating from the doused object or creature are sickened for 1d4 minutes and lose their sense of smell for an hour on a failed Fortitude save (DC 25). Those with the scent ability who inhale within 10 ft. are instead nauseated for 1d4 minutes and blinded for an hour, on top of losing their sense of smell, on a failed save. Normal usage does not incur such penalties, and instead grants a +6 alchemical bonus on all Diplomacy checks made towards creatures who can smell, lasting for up to six hours. One ounce of the perfume is enough for ten applications. A single sacrifice contains about 2d4 ounces of perfume-quality lunar musk.
Sacrifices are about 11 feet tall and weigh 1,200 pounds.
Notes about the Imperil status: Imperil is a new status effect that makes the target weaker to elemental damage. When the status is inflicted, the target is considered vulnerable to 1d6 randomly chosen elements, determined by rolling a d8 (1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow). This vulnerability replaces any resistance, immunity, or absorption the subject may have. Unless otherwise stated in the ability that inflicts Imperil, the effects last for 1d8 rounds.
Cie’th, Wladislaus
The idea that what you see is merely a tall man is quashed immediately upon taking a better look at the Cie’th ahead of you. Bedecked in white crystal with turquoise and violet accents, its one lengthy arm grips the hilt of a sword almost twice as long as the Cie’th is tall. Tendrils line the other side of its body, clenching and unclenching like fingers eager to throttle you to death.
Wladislaus (CR 17)
XP 102,400
NE Medium outsider (Cie’th, native)
Init +12; Senses blindsense 120 ft.; Perception +31
DEFENSE
AC 36, touch 18, flat-footed 28 (+18 natural, +8 Dex)
hp 314 (19d10+209)
Fort +21 Ref +19 Will +15
DR 15/adamantine and good and magic or crystal and good and magic Immune mind-affecting, bleed, curse, death effects, stagger, daze, stun, sickened, nauseated; Resist fire 15, ice 15, wind 15, earth 15, lightning 15, water 15, holy 5, shadow 5; SR 28
OFFENSE
Speed 50 ft.
Melee Large +3 buster sword +37/+27/+22/+17 (3d8+36, 19-20/x3)
Special Attacks mounting contempt
STATISTICS
Str 38, Dex 26, Con 31, Int 2, Wis 28 Cha 19
Base Atk +19; CMB +33; CMD 51
Feats Toughness, Improved Initiative, Weapon Focus (buster sword), Power Attack (included in the statistics above), Furious Focus, Vital Strike, Improved Critical (buster sword), Critical Focus, Staggering Critical, Stunning Critical
Skills Acrobatics +21, Perception +31, Stealth +20
Languages Common (cannot speak)
SQ concerted effort, strongarm
SPECIAL ABILITIES
Concerted Effort (Su): As a swift action, a wladislaus may imbue its allies with an empowering, supernatural fervor as it slices through its enemies. For 1 minute, whenever the wladislaus makes a successful attack, any single ally apart from the wladislaus itself within 30 ft. may be granted the effects of a protect, shell, or wind runner spell for 1d6 rounds; if the ally is adjacent or the wladislaus lands a successful critical hit, they may grant an ally the effects of protect II, shell II, or haste instead. If the wladislaus lands a critical hit and the ally they grant an effect on is adjacent to them, they may offer protect II and barrier, shell II and elemental resistance (three elements of its choice), or haste and enspell (element chosen by the wladislaus, applies to first attack made every round for the duration of the effect). Blue mages may learn this ability as a 6th-level spell (DC 27).
Mounting Contempt (Ex): Hatred and a desire to end life is part of a Cie’th’s very being, and the wladislaus can channel this into its blows to great effect. As a full-round action that provokes attacks of opportunity, the wladislaus makes a full attack on a single target. If any single one of the attacks is successful, then all of its attacks are considered successful hits, but critical hits are not applied to damage. The wladislaus must wait for 1d4 rounds before using this ability again.
Strongarm (Ex): The single arm of a wladislaus holds strength far beyond that of mortal men, allowing it to wield weapons one size category larger than normal. All weapons it wields are considered to be wielded with two hands for the purposes of applying its Strength modifier to damage and when using the Power Attack feat.
ECOLOGY
Environment any
Organization solitary, pair, trio
Treasure Cie’th tear, supporter’s amethyst
Though many Cie’th are known and feared, the wladislaus is easily the most dreaded that has been seen in recent memory. Already a frightening opponent on its own, they are at their deadliest when working in groups. Entire cities have been vacated in the wake of a report of three of these fiends being sighted, and for good reason; those who survive a fight with a wladislaus are few and far between, and fewer still are those who have defeated one. The name of the last to have slain a wladislaus has already been lost to history, and the small number who have encountered one and lived to tell the tale are wracked with nightmares about the bloody trail of devastation that the Cie’th left behind. They have a tendency to be almost foolishly aggressive when solitary, but when they have allies, they fight far more carefully and make sure to use their enhancing powers to the best of their ability, causing even more mayhem for as long as possible before either the wladislaus or all of its victims are dead.
About one in twenty wladislaus have, instead of a normal Cie'th tear, a violet gem called a supporter’s amethyst. This stone is a 1-inch sphere and perfectly smooth, and bolsters its user's magical abilities. All Enhancing spells and spell-like abilities used when wearing this stone (in the neck slot as a pendant) increase their effective CL by 2. Up to three times per day, the amethyst can also be used to apply the effects of the Enlarge Spell or Extend Spell Spell metamagic feat to any Enhancing spell you cast, as though it was a greater metamagic rod. Alternately, it may be used as a double-strength Cie'th tear. These stones can be sold for up to 50,000 gil on the open market, should the buyer know it for what it is.
Wladislaus are 7 ½ feet tall and weigh 600 pounds.
Cie’th, Ghoul
Shambling towards you is a deceptively humanoid figure, at first appearing to be a man with long arms and legs, but the black crust of crystal and skin reveals its true nature.
Ghoul (CR 2)
XP 600
NE Medium outsider (Cie’th, native)
Init +5; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 16, touch 11, flat-footed 15 (+5 natural, +1 Dex)
hp 29 (3d10+12)
Fort +6 Ref +4 Will +1
DR 5/adamantine or crystal Immune mind-affecting; SR 15
OFFENSE
Speed 30 ft.
Melee slam +5 (1d4+2)
STATISTICS
Str 14, Dex 12, Con 16, Int 2, Wis 12 Cha 11
Base Atk +3; CMB +5; CMD 15
Feats Toughness, Improved Initiative
Skills Acrobatics +7, Perception +7
Languages Common (cannot speak)
ECOLOGY
Environment any
Organization solitary, pair, gang (3-5), crowd (6-12), mob (13+)
Treasure Cie’th tear
Amongst the lowest of the low, ghouls are Cie’th whose abilities as l’Cie were given little time to develop before they eventually failed to complete their Focus. Though not the most wretched of their ilk, these are otherwise unremarkable Cie’th who hold few advantages aside from sheer numbers. Despite their name, these Cie’th- as well as many others- are not truly undead, though they are just as fearsome, if not even more so.
Ghouls are 7 feet tall and weigh about 350 pounds.
Cie’th, Ghast
A hulking humanoid creature approaches, covered in blue crystals. One arm, though far larger than the other, hangs at the creature’s side while it raises the other, moaning as its digits are coated in arcane fire.
Ghast (CR 5)
XP 1,600
NE Medium outsider (Cie’th, native)
Init +7; Senses darkvision 90 ft.; Perception +13
DEFENSE
AC 21, touch 13, flat-footed 18 (+8 natural, +3 Dex)
hp 81 (7d10+42)
mp 19
Fort +10 Ref +8 Will +5
DR 5/adamantine or crystal Immune mind-affecting; Resist fire 5; SR 16
OFFENSE
Speed 30 ft.
Melee slam +8 (1d8+8)
Spells Known (Red Mage CL 7th; concentration +10)
- 1st (DC 14)- fire
- 2nd (DC 15)- fire II
- 3rd (DC 16)- fire III
Str 19, Dex 16, Con 21, Int 2, Wis 16 Cha 12
Base Atk +7; CMB +10; CMD 24
Feats Toughness, Improved Initiative, Weapon Focus (slam), Power Attack (included in the statistics above)
Skills Acrobatics +10, Perception +13, Stealth +9
Languages Common (cannot speak)
SQ great claw
SPECIAL ABILITIES
Great Claw (Ex): The jagged crystals and heavy plates that make up the oversized claw of a ghast let them make slam attacks as a creature two size categories larger.
ECOLOGY
Environment any
Organization solitary, pair, gang (3-5), crowd (6-12)
Treasure Cie’th tear
A step above some of the weaker Cie’th are ghasts, who were noteworthy spellcasters during their time as a l’Cie, and they retain some of that prowess in their status as a Cie’th. They make generous use of their magic, likely to kill their enemies through fire before getting close enough to attack with their claws, though they are unafraid to lay some strikes down when within range.
Ghasts are 7 ½ feet tall and weigh 1200 pounds.
Cie’th, Strigoi
Hunched over like a disproportionate ape, this creature, covered in gray and azure crystal, turns in your direction and gives a hollow and tinny braying noise before charging at you.
Strigoi (CR 8)
XP 4,800
NE Large outsider (Cie’th, native)
Init +7; Senses darkvision 90 ft.; Perception +17
DEFENSE
AC 24, touch 12, flat-footed 21 (+12 natural, +3 Dex, -1 size)
hp 155 (10d10+100)
Fort +15 Ref +10 Will +7
DR 10/adamantine or crystal Immune mind-affecting, death effects, daze, stun; Resist fire 5, ice 5, wind 5, earth 5, lightning 5, water 5; SR 19
OFFENSE
Speed 40 ft.
Melee 2 slams +13/+13 (2d6+13)
Space/Reach 10 ft./10 ft.
Special Attacks wail
Spell-Like Abilities (CL 10th; concentration +14)
- At will- quickened ruin
Str 24, Dex 16, Con 27, Int 2, Wis 18 Cha 14
Base Atk +10; CMB +19; CMD 30
Feats Toughness, Improved Initiative, Weapon Focus (slam), Power Attack (included in the statistics above), Ability Focus (wail)
Skills Acrobatics +10, Perception +17, Stealth +8
Languages Common (cannot speak)
SQ great claw, sharp claw
SPECIAL ABILITIES
Great Claw (Ex): The jagged crystals and heavy plates that make up the oversized claw of a strigoi let them make slam attacks as a creature two size categories larger.
Sharp Claw (Ex): The points, edges, and grooves on a strigoi’s arm are able to easily rend flesh, letting them do either bludgeoning and piercing or bludgeoning and slashing damage with their slam attack.
Wail (Su): A guttural cry echoes from the strigoi’s throat as a standard action, shattering the nerves of all who draw near. All enemies who are within a 30 ft. radius must make a Fortitude save (DC 21) or be stunned for 1d6 rounds and then staggered for 1d4 rounds afterward. Those who make the save are instead staggered for 1 round. A creature under the effects of this ability cannot be affected again by it until the effects of the first usage and one additional round have passed, even if they are under the effects from another creature’s use of the ability. Blue mages may learn this ability as a 5th-level spell (DC 25).
ECOLOGY
Environment any
Organization solitary, pair, gang (3-5)
Treasure Cie’th tear
Though all Cie’th are dangerous to some degree, strigoi are universally regarded as the first true threat amongst the shambling Cie’th to a party of experienced adventurers. If they aren’t close enough to affect enemies with their wail ability at the start of battle, they begin by hurling ruin spells at their targets until the gap is closed. When in melee, strigoi favor casting ruin as they attack, with no need to fear attacks of opportunity due to the ability being quickened, making liberal use of wailing to keep their victims from fighting back.
Strigoi are 8 ½ feet tall and weigh 2,100 pounds.
Cie’th, Taxim
The blue-black crystals layered over this Cie’th’s leathery skin seem to radiate cold hunger. With a wave of its hand, ice erupts from the earth around one enemy, and with another flick of the wrist, the flesh of a second enemy ruptures like a boiled sausage, blood spraying from the fresh wounds.
Taxim (CR 11)
XP 12,800
NE Large outsider (Cie’th, native)
Init +8; Senses darkvision 120 ft.; Perception +21
DEFENSE
AC 28, touch 13, flat-footed 24 (+15 natural, +4 Dex, -1 size)
hp 215 (13d10+143)
mp 81
Fort +18 Ref +12 Will +9
DR 10/adamantine and magic or crystal and magic Immune mind-affecting, bleed, curse, death effects, daze, stun; Resist fire 10, ice 15, wind 10, earth 10, lightning 10, water 10; SR 22
OFFENSE
Speed 40 ft.
Melee 2 slams +23/+23 (2d6+9)
Space/Reach 10 ft./10 ft.
Special Attacks wail
Spells Known (Black Mage/Necromancer CL 13th; concentration +18)
- 1st (DC 16)- blizzard
- 2nd (DC 17)- blizzard II, elemental touch (ice only), wound
- 3rd (DC 18)- blizzara, blizzard III
Str 28, Dex 18, Con 31, Int 2, Wis 20 Cha 15
Base Atk +13; CMB +25; CMD 36
Feats Toughness, Improved Initiative, Weapon Focus (slam), Ability Focus (wail), Improved Critical (slam), Critical Focus, Bleeding Critical
Skills Acrobatics +13, Perception +21, Stealth +12
Languages Common (cannot speak)
SQ great claw, sharp claw
SPECIAL ABILITIES
Great Claw (Ex): The jagged crystals and heavy plates that make up the oversized claw of a taxim let them make slam attacks as a creature two size categories larger.
Sharp Claw (Ex): The points, edges, and grooves on a taxim’s arm are able to easily rend flesh, letting them do either bludgeoning and piercing or bludgeoning and slashing damage with their slam attack.
Wail (Su): A guttural cry echoes from the taxim’s throat as a standard action, shattering the nerves of all who draw near. All enemies who are within a 30 ft. radius must make a Fortitude save (DC 22) or be stunned for 1d6 rounds and staggered for 1d4 rounds afterward. Those who make the save are instead staggered for 1 round. A creature under the effects of this ability cannot be affected again by it until the effects of the first usage and one more round have passed, even if they are under the effects from another creature’s use of the ability. Blue mages may learn this ability as a 5th-level spell (DC 25).
ECOLOGY
Environment any
Organization solitary, pair, gang (3-5)
Treasure Cie’th tear
Taxims, like ghasts, are Cie’th who were skilled in magic during their time as l’Cie. They have much greater power than their lessers, however, and hold even deeper malice, which they channel into their spells for a truly vicious assault. In melee, they prefer to focus on one enemy at a time, beating them to death with full attacks whenever possible.
Taxims are about 9 feet tall and weigh 2,800 pounds.
Cie’th, Vampire
The Cie’th marching towards you makes a loud, sad groan as it approaches. Its normally gray and green crystal plating is sticky, red and purple gore dripping from its huge pincer and running along the limb’s grooves.
Vampire (CR 13)
XP 25,600
NE Large outsider (Cie’th, native)
Init +9; Senses darkvision 120 ft.; Perception +25
DEFENSE
AC 31, touch 14, flat-footed 26 (+17 natural, +5 Dex, -1 size)
hp 269 (15d10+176)
mp 124
Fort +20 Ref +14 Will +11
B 10/adamantine and magic or crystal and magic Immune mind-affecting, bleed, curse, death effects, daze, stun, sickening, nauseating; Resist fire 10, ice 10, wind 10, earth 10, lightning 10, water 10; SR 24
OFFENSE
Speed 40 ft.
Melee pincer +27 (2d6+11 plus grab), slam +26 (2d6+11)
Space/Reach 10 ft./10 ft.
Special Attacks flail, grind, wail
Spells Known (Necromancer CL 15th; concentration +21)
- 2nd (DC 18)- wound
- 4th (DC 20)- woundra
- 6th (DC 22)- woundga
Str 32, Dex 20, Con 33, Int 2, Wis 22 Cha 17
Base Atk +15; CMB +28 (+30 when grappling); CMD 44 (46 vs. grapple)
Feats Toughness, Improved Initiative, Weapon Focus (pincer), Ability Focus (wail), Dirty Fighting, Improved Grapple, Greater Grapple, Body Shield
Skills Acrobatics +13, Perception +25, Stealth +14
Languages Common (cannot speak)
SQ great claw, sharp claw
SPECIAL ABILITIES
Flail (Ex): While an opponent is grappled by its pincer, a vampire can make a single slam attack upon one creature within reach. If the attack is successful, then both the target and the creature in the vampire’s pincers take the damage of the slam attack.
Great Claw (Ex): The jagged crystals and heavy plates that make up the oversized claw of a vampire let them make slam attacks as a creature two size categories larger.
Grind (Ex): After a successful grapple with its pincer attack, a vampire deals 1d6 rending damage to the creature held. Every round after, so long as the vampire maintains a successful hold, the victim continues to take the damage of the pincer attack and an additional 1d6 rending damage.
Sharp Claw (Ex): The points, edges, and grooves on a vampire’s arm are able to easily rend flesh, letting them do either bludgeoning and piercing or bludgeoning and slashing damage with their slam attack.
Wail (Su): A guttural cry echoes from the vampire’s throat as a standard action, shattering the nerves of all who draw near. All enemies who are within a 30 ft. radius must make a Fortitude save (DC 23) or be stunned for 1d6 rounds and staggered for 1d4 rounds afterward. Those who make the save are instead staggered for 1 round. A creature under the effects of this ability cannot be affected again by it until the effects of the first usage and one more round have passed, even if they are under the effects from another creature’s use of the ability. Blue mages may learn this ability as a 5th-level spell (DC 25).
ECOLOGY
Environment any
Organization solitary, pair, trio
Treasure Cie’th tear, impeder’s opal
Like many Cie’th, the vampire shares its name with an undead creature. Unlike most Cie’th, it bears a terrific resemblance to its namesake in its lust for bloodshed, though it drains the blood of its foes by tearing them asunder, rather than drinking it. They typically begin battle by using their wound spell-like abilities, using different strengths of it based on the number and power of their opponents, or they start with their wail ability if they are within range. Once their enemies have been softened up, they typically grapple opponents with their pincers and crush them to death. Especially dangerous in groups, they have an uncanny knack for working in concert, making efficient use of their time in combat by dedicating themselves to a particular role so far as circumstances will allow.
About one in twenty vampires have, instead of a normal Cie'th tear, a white gem called an impeder's opal. This stone is a 1-inch sphere and perfectly smooth, and bolsters its user's magical abilities. All Enfeebling spells and spell-like abilities used when wearing this stone (in the neck slot as a pendant) increase their save DCs by 2. Up to three times per day, the opal can also be used to apply the effects of the Extend Spell or Persistent Spell metamagic feat to any Enfeebling spell you cast, as though it was a greater metamagic rod. Alternately, it may be used as a double-strength Cie'th tear. These stones can be sold for up to 50,000 gil on the open market, should the buyer know it for what it is.
Vampires are about 10 feet tall and weigh 3,500 lbs.
Cie’th, Sacrifice
Standing against the blackness of the nightscape is a broad, vaguely humanoid figure, topheavy and coated in smooth, glassy crystal as pale as moonlight. It creeps forward with a steady, graceful step unlike that of others of its kind, silent as death and intent on delivering it.
Sacrifice (CR 15)
XP 51,200
NE Large outsider (Cie’th, native)
Init +9; Senses darkvision 120 ft.; Perception +28
DEFENSE
AC 34, touch 22, flat-footed 29 (+12 natural, +5 Dex, +8 deflection -1 size)
hp 298 (17d10+204)
mp 164
Fort +21 Ref +15 Will +12
DR 15/adamantine and magic or crystal and magic Immune mind-affecting, bleed, curse, death effects, daze, stun, sickening, nauseating; Resist fire 15, ice 15, wind 20, earth 15, lightning 15, water 15, holy 5, shadow 5; SR 26
OFFENSE
Speed 40 ft.
Melee 2 slams +30/+30 (2d6+22)
Space/Reach 10 ft./10 ft.
Special Attacks anathema
Spells Known (Black Mage CL 17th; concentration +23)
- 1st (DC 18)- aero (DC 20)
- 2nd (DC 19)- aero II (DC 21)
- 3rd (DC 20)- aera (DC 22), aero II (DC 22)
- 4th (DC 21)- aero IV (DC 23)
- 5th (DC 22)- aeroga (DC 24)
- 9th (DC 26)- death
Str 34, Dex 20, Con 33, Int 2, Wis 24 Cha 19
Base Atk +17; CMB +31; CMD 46
Feats Toughness, Improved Initiative, Weapon Focus (slam), Power Attack (included in the statistics above), Furious Focus, Bouncing Spell, Sickening Spell, Elemental Focus (wind), Greater Elemental Focus (wind)
Skills Acrobatics +14, Perception +28, Stealth +15
Languages Common (cannot speak)
SQ great claw, mirrorskin, sharp claw
SPECIAL ABILITIES
Anathema (Su): The sacrifice, as a standard action, releases a stream of black, vile mist that homes in and engulfs a single target within 60 ft., using debilitating and antimagic energies to cripple a foe. The target is subjected to a targeted greater dispel effect (CL 17 in this case), and given a menagerie of status effects. The target has to make a DC 26 saving throw each to avoid the Sap (Fort), Slow (Will) and Imperil (Will) status. Another DC 26 Will save being failed imposes a -4 penalty on all saving throws against spells and spell-like abilities. Finally, failing the last DC 26 Will save forces the target to treat their caster level as four levels lower for determining the effects of any and all spells and spell-like abilities they use. These effects all last for 1d6 + casting modifier rounds (1d6+8 in this case). The sacrifice must wait 1d4 rounds before using this ability again. Blue mages can learn this ability as a 9th-level spell (DC 33).
Great Claw (Ex): The jagged crystals and heavy plates that make up the oversized claw of a sacrifice let them make slam attacks as a creature two size categories larger.
Mirrorskin (Ex): All hostile spells and spell-like abilities that affect a sacrifice of 3rd-level or lower are automatically reflected back at the caster as though countered by an unbeatable Reflect effect. Any other hostile spells or spell-like abilities that fail to penetrate the sacrifice’s spell resistance have a 50% chance of reflecting back at the caster; those that are not reflected are simply nullified.
Sharp Claw (Ex): The points, edges, and grooves on a sacrifice’s arm are able to easily rend flesh, letting them do either bludgeoning and piercing or bludgeoning and slashing damage with their slam attack.
ECOLOGY
Environment any
Organization solitary, pair, trio
Treasure lunar musk
The curious and enigmatic sacrifice is an unusual beast, even by Cie’th standards; many believe that they were formed by fal’Cie who make their home on the moon. Indeed, sacrifices seem to harbor a strange longing for the moon, and venture into the open only at night to bask in its pale luminescence when they are not attempting to kill something. In combat, they begin by using their anathema ability and follow up with aera and aeroga to take out groups of enemies or their repertoire of aero spells for single targets. Especially tough or troublesome enemies are targeted by death, usually only after having been engaged for three rounds or so, although they have been known to kick off the fight with death if they see an opponent who might outclass them.
Another trait that separates the sacrifice from other Cie’th is their lack of a Cie’th tear. The clear fluid inside the cores of other Cie’th is instead a transparent, electric blue liquid that has an alien, yet pleasant scent. Known as lunar musk, this essence is used as an incredibly rare perfume that can be fantastically expensive, fetching 12,500 gil per 1 ounce bottle. The smell of it can be quite potent; applying a whole ounce of lunar musk to a creature or object releases an odor that can be detected up to a quarter of a mile away by creatures with the scent ability, and all creatures who come within 10 ft. and inhale the scent emanating from the doused object or creature are sickened for 1d4 minutes and lose their sense of smell for an hour on a failed Fortitude save (DC 25). Those with the scent ability who inhale within 10 ft. are instead nauseated for 1d4 minutes and blinded for an hour, on top of losing their sense of smell, on a failed save. Normal usage does not incur such penalties, and instead grants a +6 alchemical bonus on all Diplomacy checks made towards creatures who can smell, lasting for up to six hours. One ounce of the perfume is enough for ten applications. A single sacrifice contains about 2d4 ounces of perfume-quality lunar musk.
Sacrifices are about 11 feet tall and weigh 1,200 pounds.
Notes about the Imperil status: Imperil is a new status effect that makes the target weaker to elemental damage. When the status is inflicted, the target is considered vulnerable to 1d6 randomly chosen elements, determined by rolling a d8 (1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow). This vulnerability replaces any resistance, immunity, or absorption the subject may have. Unless otherwise stated in the ability that inflicts Imperil, the effects last for 1d8 rounds.
Cie’th, Wladislaus
The idea that what you see is merely a tall man is quashed immediately upon taking a better look at the Cie’th ahead of you. Bedecked in white crystal with turquoise and violet accents, its one lengthy arm grips the hilt of a sword almost twice as long as the Cie’th is tall. Tendrils line the other side of its body, clenching and unclenching like fingers eager to throttle you to death.
Wladislaus (CR 17)
XP 102,400
NE Medium outsider (Cie’th, native)
Init +12; Senses blindsense 120 ft.; Perception +31
DEFENSE
AC 36, touch 18, flat-footed 28 (+18 natural, +8 Dex)
hp 314 (19d10+209)
Fort +21 Ref +19 Will +15
DR 15/adamantine and good and magic or crystal and good and magic Immune mind-affecting, bleed, curse, death effects, stagger, daze, stun, sickened, nauseated; Resist fire 15, ice 15, wind 15, earth 15, lightning 15, water 15, holy 5, shadow 5; SR 28
OFFENSE
Speed 50 ft.
Melee Large +3 buster sword +37/+27/+22/+17 (3d8+36, 19-20/x3)
Special Attacks mounting contempt
STATISTICS
Str 38, Dex 26, Con 31, Int 2, Wis 28 Cha 19
Base Atk +19; CMB +33; CMD 51
Feats Toughness, Improved Initiative, Weapon Focus (buster sword), Power Attack (included in the statistics above), Furious Focus, Vital Strike, Improved Critical (buster sword), Critical Focus, Staggering Critical, Stunning Critical
Skills Acrobatics +21, Perception +31, Stealth +20
Languages Common (cannot speak)
SQ concerted effort, strongarm
SPECIAL ABILITIES
Concerted Effort (Su): As a swift action, a wladislaus may imbue its allies with an empowering, supernatural fervor as it slices through its enemies. For 1 minute, whenever the wladislaus makes a successful attack, any single ally apart from the wladislaus itself within 30 ft. may be granted the effects of a protect, shell, or wind runner spell for 1d6 rounds; if the ally is adjacent or the wladislaus lands a successful critical hit, they may grant an ally the effects of protect II, shell II, or haste instead. If the wladislaus lands a critical hit and the ally they grant an effect on is adjacent to them, they may offer protect II and barrier, shell II and elemental resistance (three elements of its choice), or haste and enspell (element chosen by the wladislaus, applies to first attack made every round for the duration of the effect). Blue mages may learn this ability as a 6th-level spell (DC 27).
Mounting Contempt (Ex): Hatred and a desire to end life is part of a Cie’th’s very being, and the wladislaus can channel this into its blows to great effect. As a full-round action that provokes attacks of opportunity, the wladislaus makes a full attack on a single target. If any single one of the attacks is successful, then all of its attacks are considered successful hits, but critical hits are not applied to damage. The wladislaus must wait for 1d4 rounds before using this ability again.
Strongarm (Ex): The single arm of a wladislaus holds strength far beyond that of mortal men, allowing it to wield weapons one size category larger than normal. All weapons it wields are considered to be wielded with two hands for the purposes of applying its Strength modifier to damage and when using the Power Attack feat.
ECOLOGY
Environment any
Organization solitary, pair, trio
Treasure Cie’th tear, supporter’s amethyst
Though many Cie’th are known and feared, the wladislaus is easily the most dreaded that has been seen in recent memory. Already a frightening opponent on its own, they are at their deadliest when working in groups. Entire cities have been vacated in the wake of a report of three of these fiends being sighted, and for good reason; those who survive a fight with a wladislaus are few and far between, and fewer still are those who have defeated one. The name of the last to have slain a wladislaus has already been lost to history, and the small number who have encountered one and lived to tell the tale are wracked with nightmares about the bloody trail of devastation that the Cie’th left behind. They have a tendency to be almost foolishly aggressive when solitary, but when they have allies, they fight far more carefully and make sure to use their enhancing powers to the best of their ability, causing even more mayhem for as long as possible before either the wladislaus or all of its victims are dead.
About one in twenty wladislaus have, instead of a normal Cie'th tear, a violet gem called a supporter’s amethyst. This stone is a 1-inch sphere and perfectly smooth, and bolsters its user's magical abilities. All Enhancing spells and spell-like abilities used when wearing this stone (in the neck slot as a pendant) increase their effective CL by 2. Up to three times per day, the amethyst can also be used to apply the effects of the Enlarge Spell or Extend Spell Spell metamagic feat to any Enhancing spell you cast, as though it was a greater metamagic rod. Alternately, it may be used as a double-strength Cie'th tear. These stones can be sold for up to 50,000 gil on the open market, should the buyer know it for what it is.
Wladislaus are 7 ½ feet tall and weigh 600 pounds.