Cie’th, Wight
Black and gray crystal covers the winged biped who soars around you. With a few flaps to at first steady itself, it makes a dive in your direction.
Wight (CR 2)
XP 600
NE Medium outsider (Cie’th, native)
Init +3; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 19, touch 14, flat-footed 15 (+5 natural, +3 Dex, +1 dodge)
hp 26 (3d10+9)
Fort +5 Ref +6 Will +1
DR 5/adamantine or crystal Immune mind-affecting; SR 15
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee slam +4 (1d4+1), 2 wings -1/-1 (1d4+1)
STATISTICS
Str 12, Dex 16, Con 14, Int 2, Wis 12 Cha 11
Base Atk +3; CMB +5; CMD 15
Feats Toughness, Dodge
Skills Fly +13, Perception +7
Languages Common (cannot speak)
SQ uncanny dodge
SPECIAL ABILITIES
Uncanny Dodge (Ex): A wight can react to danger before its sense would normally allow it to do so. It cannot be caught flat-footed, nor does it lose its Dexterity bonus to AC if the attacker is invisible. It still loses its Dexterity bonus to AC if immobilized. A wight can still lose its Dexterity bonus to AC if an opponent successfully uses the feint action against it.
ECOLOGY
Environment any
Organization solitary, pair, gang (3-5), flock (6-12), unkindness (13+)
Treasure Cie’th tear
Light and nimble, wights present themselves as rather annoying foes, for despite their lack of strength, they have a certain notoriety for being hard to hit, even with spells. Only on occasion are they found in numbers less than three, although such a thing is not unheard of. They prefer to stay out of reach until an opportunity to attack arises, usually having many bum-rush a single target.
Wights are 5 ½ feet tall and weigh about 95 pounds.
Cie’th, Chonchon
Covered in rough, white and gray crystal, the Cie’th before you looks to be naught but a head with a pair of triangular wings, flapping through the air like an overly large sparrow. Several of them swarm around the area at once.
Chonchon (CR 3)
XP 800
NE Tiny outsider (Cie’th, native)
Init +3; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 20, touch 16, flat-footed 14 (+4 natural, +3 Dex, +1 dodge, +2 size)
hp 34 (4d10+12)
mp 10
Fort +5 Ref +7 Will +3
DR 5/adamantine or crystal Immune mind-affecting; SR 15
OFFENSE
Speed fly 40 ft. (good)
Melee slam +5 (1d2-1)
Special Attacks life sounding
Spells Known (Black Mage CL 4th; concentration +6)
STATISTICS
Str 8, Dex 16, Con 12, Int 2, Wis 14 Cha 11
Base Atk +4; CMB +5; CMD 15
Feats Toughness, Dodge
Skills Fly +15, Perception +9
Languages Common (cannot speak)
SQ uncanny dodge
SPECIAL ABILITIES
Life Sounding (Su): As a standard action, a chonchon may emit a refreshing hum that closes the wounds of its fellows. All allies within a 30 ft. radius are healed 2d6 + casting modifier points of damage (2d6+2 in this case), are cured of the Poison status effect, and no longer suffer fatigue. Exhausted allies within the radius are instead fatigued. Blue mages can learn this ability as a 3rd-level spell (DC 21).
Uncanny Dodge (Ex): A chonchon can react to danger before its sense would normally allow it to do so. It cannot be caught flat-footed, nor does it lose its Dexterity bonus to AC if the attacker is invisible. It still loses its Dexterity bonus to AC if immobilized. A chonchon can still lose its Dexterity bonus to AC if an opponent successfully uses the feint action against it.
ECOLOGY
Environment any
Organization gang (3-5), flock (6-12), unkindness (13+)
Treasure Cie’th tear
Curiously formed Cie’th, chonchons have a surprising knack for healing and wind magic that one would not normally expect from something of its size. Never appearing in groups of less than three, these strange creatures wildly skitter through the air, firing off aero spells with little to no stratagem in mind, healing all those within reach of their life sounding ability if they drop below half health.
Chonchons have a four-foot wingspan and weigh about 15 pounds.
Cie’th, Nelapsi
Plates of amber, honey brown, and burgundy crystal are layered over this flying creature, around whom swirls a light breeze. With a few strong flaps of its wings, it turns the gentle winds into a localized, deadly vortex.
Nelapsi (CR 4)
XP 1,200
NE Medium outsider (Cie’th, native)
Init +4; Senses darkvision 90 ft.; Perception +11
DEFENSE
AC 20, touch 15, flat-footed 15 (+5 natural, +4 Dex, +1 dodge)
hp 57 (6d10+24)
Fort +8 Ref +9 Will +1
DR 5/adamantine or crystal Immune mind-affecting; Resist wind 5 SR 15
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee slam +10 (1d4+2), 2 wings +5/+5 (1d4+2)
Special Attacks wind slash
STATISTICS
Str 14, Dex 18, Con 16, Int 2, Wis 14 Cha 12
Base Atk +6; CMB +8; CMD 23
Feats Toughness, Dodge, Weapon Finesse
Skills Fly +13, Perception +11
Languages Common (cannot speak)
SQ uncanny dodge
SPECIAL ABILITIES
Uncanny Dodge (Ex): A nelapsi can react to danger before its sense would normally allow it to do so. It cannot be caught flat-footed, nor does it lose its Dexterity bonus to AC if the attacker is invisible. It still loses its Dexterity bonus to AC if immobilized. A nelapsi can still lose its Dexterity bonus to AC if an opponent successfully uses the feint action against it.
Wind Slash (Su): With a few great flaps from its wings, the nelapsi unleashes a swirling blast of wind that seems to cut through the air like blades. As a standard action, the nelapsi can deal 3d6 slashing damage and 3d6 wind damage to all enemies within a 30 ft. cone, three times per day. A successful Reflex save (DC 15) halves both sources of damage.
ECOLOGY
Environment any
Organization solitary, pair, gang (3-5), flock (6-12), unkindness (13+), squadron (2-5 nelapsi and 1-2 taxim)
Treasure Cie’th tear
Something of a trend between the winged Cie’th is their notoriety for being encountered with numbers on their side. Though they do not usually appear in groups as large as those of wights or chonchons, the nelapsi do indeed flock together, and can be especially dangerous when doing so; when facing large, tough, or otherwise troublesome enemies, they tend to have many use their wind slash ability on their target or targets at once, in the hopes that they can slay their foe quickly.
Nelapsi are 6 feet tall and weigh about 110 pounds.
Cie’th, Varcolaci
The airborne Cie’th before you glitters with blue-white and gray-black crystals, large protrusions coming from the base of the creature’s wings are. Purplish black mist escapes its jowls in faint wisps.
Varcolaci (CR 7)
XP 3,200
NE Medium outsider (Cie’th, native)
Init +3; Senses darkvision 90 ft.; Perception +15
DEFENSE
AC 22, touch 17, flat-footed 15 (+5 natural, +6 Dex, +1 dodge)
hp 95 (9d10+45)
Fort +10 Ref +12 Will +6
DR 10/adamantine or crystal Immune daze, stun, death effects, imperil, poison, mind-affecting; Resist fire 5, ice 5, wind 5, earth 5, lightning 5, water 5; SR 18
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee slam +15 (1d4+3), 2 wings +10 (1d4+3)
Special Attacks miasma, wind slash
STATISTICS
Str 16, Dex 22, Con 18, Int 2, Wis 16 Cha 13
Base Atk +9; CMB +12; CMD 30
Feats Toughness, Dodge, Weapon Finesse, Flyby Attack, Ability Focus (miasma)
Skills Fly +22, Perception +15
Languages Common (cannot speak)
SQ improved uncanny dodge
SPECIAL ABILITIES
Improved Uncanny Dodge (Ex): Along with the benefits of the uncanny dodge ability, a varcolaci can no longer be flanked. This defense denies a thief the ability to sneak attack the varcolaci by flanking it, unless the attacker has at least four more thief levels than the varcolaci's HD.
Miasma (Su): With a great, heaving breath does the varcolaci belch forth a cloud of noxious mist. As a standard action, the varcolaci deals 5d6 non-elemental damage to all enemies in a 30 ft. cone; a successful Reflex save (DC 20) halves this damage. All enemies within the area of effect must make a series of saves (DC 20) to avoid each of the following effects: Disease (Fort), Imperil (Will), Sap (Fort), and Slow (Will), all of which last for 1d8 rounds. The varcolaci must wait for 1d4 rounds before using this ability again. Blue mages can learn this ability as a 5th-level spell (DC 25).
Wind Slash (Su): With a few great flaps from its wings, the varcolaci unleashes a swirling blast of wind that seems to cut through the air like blades. As a standard action, the varcolaci can deal 3d6 slashing damage and 3d6 wind damage to all enemies within a 30 ft. cone, five times per day. A successful Reflex save (DC 16) halves both sources of damage.
ECOLOGY
Environment any
Organization solitary, pair, gang (3-5), flock (6-12)
Treasure Cie’th tear, healer’s emerald
As the strigoi is to the shambling Cie’th, so is the varcolaci to the winged Cie’th when adventurers regard the dangers of encountering them. Encounters with more than three or four at once are rather uncommon, but not unheard of; their favorite tactic is to repeatedly use their miasma ability on their foes, debilitating them immensely, before tearing them to shreds with their wind slash ability.
About one in fifty varcolaci have, instead of a normal Cie'th tear, a green gem called a healer's emerald. This stone is a 1-inch sphere and perfectly smooth, and bolsters its user's magical abilities. All Healing spells and spell-like abilities used when wearing this stone (in the neck slot as a pendant) increase the hit points healed by 1 point for every die rolled, e.g. a cure II spell would restore another 3 hit points. As well, the wearer’s spells and spell-like abilities that heal ability damage restore 2 more points, spells and spell-like abilities that heal ability drain restore 1 more point, and all forms of the esuna spell or spell-like ability treat their caster level as two levels higher. Up to three times per day, the emerald can also be used to apply the effects of the Empower Spell or Maximize Spell metamagic feat to any Healing 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.
Varcolaci are 6 feet tall and weigh about 125 pounds.
Cie’th, Edimmu
Beige and gray-yellow crystal that has a wicked jaggedness to its shape shines dully in the shadowy light of the forested basin that the Cie’th dwells in. Its perpetual sadness is expressed in alien crying that sounds almost like that of a mother having lost a child.
Edimmu (CR 10)
XP 9,600
NE Medium outsider (Cie’th, native)
Init +8; Senses darkvision 90 ft.; Perception +15
DEFENSE
AC 29, touch 23, flat-footed 16 (+6 natural, +8 Dex, +5 dodge)
hp 150 (12d10+84)
Fort +14 Ref +16 Will +8
DR 10/adamantine and magic or crystal and magic Immune daze, stun, death effects, imperil, poison, mind-affecting; Resist fire 10, ice 10, wind 10, earth 10, lightning 10, water 10; SR 21
OFFENSE
Speed 30 ft., fly 80 ft. (good)
Melee slam +20 (1d4+5), 2 wings +18/+18 (1d4+5)
Special Attacks miasma, tears of remorse, tears of woe, wind slash
STATISTICS
Str 20, Dex 26, Con 22, Int 2, Wis 18 Cha 14
Base Atk +12; CMB +17; CMD 28
Feats Toughness, Dodge, Weapon Finesse, Flyby Attack, Ability Focus (miasma), Multiattack
Skills Fly +22, Perception +15
Languages Common (cannot speak)
SQ confounding grace, improved uncanny dodge
SPECIAL ABILITIES
Confounding Grace (Ex): The edimmu can, while in flight, use the total defense action as a swift action. This is included in the statblock above.
Improved Uncanny Dodge (Ex): Along with the benefits of the uncanny dodge ability, an edimmu can no longer be flanked. This defense denies a thief the ability to sneak attack the edimmu by flanking it, unless the attacker has at least four more thief levels than the edimmu's HD.
Miasma (Su): With a great, heaving breath does the edimmu belch forth a cloud of noxious mist. As a standard action, the edimmu deals 5d6 non-elemental damage to all enemies in a 30 ft. cone; a successful Reflex save (DC 21) halves this damage. All enemies within the area of effect must make a series of saves (DC 21) to avoid each of the following effects: Disease (Fort), Imperil (Will), Sap (Fort), and Slow (Will), all of which last for 1d8 rounds. The edimmu must wait 1d4 rounds before using this ability again. Blue mages can learn this ability as a 5th-level spell (DC 25).
Tears of Remorse (Su): After having inflicted at least one status effect on an enemy, an edimmu can softly weep black, inky tears that stream down its face in torrents as a standard action. All enemies within a 45 ft. radius who can see or hear the edimmu must make a Will save (DC 20) or have any status effects inflicted upon them by the edimmu extend their duration by 1 round.
Tears of Woe (Su): After the edimmu or its allies have sustained damage, the edimmu may bawl and wail as blue tears run from its eyes as a standard action. This grants the edimmu and any allies within a 30 ft, radius fast healing 5 for as long as the sobbing is maintained every round, and for one round after.
Wind Slash (Su): With a few great flaps from its wings, the edimmu unleashes a swirling blast of wind that seems to cut through the air like blades. As a standard action, the edimmu can deal 3d6 slashing damage and 3d6 wind damage to all enemies within a 30 ft. cone, at will. A successful Reflex save (DC 16) halves both sources of damage.
ECOLOGY
Environment any
Organization solitary, pair, nest (1-2 edimmu, 2-5 nelapsi), hive (2 edimmu, 2-8 nelapsi, 3-10 chonchon)
Treasure Cie’th tear
Legend has it that edimmu are formed from l’Cie who held someone very dear to them, and so had taken place of their beloved when the fal’Cie was to brand them. Their sense of love and devotion is corrupted into self-loathing and shame, having not only failed their Focus, but failed to return to those they cherished. This may be the reason why many edimmu are still around; those who either tasked themselves or were given the quest by the fal’Cie to slay them would not dare to raise a blade to their loved ones, even if their minds were no longer their own.
Edimmu are 7 feet tall and weigh about 150 pounds.
Cie’th, Penanggalan
What at first resembles a mere chonchon is soon revealed to be something much more. The first hint is the azure and sky blue crystal in which the flying head is encased. The other hint is the truly fierce wind and poison magics it flings in your direction, far exceeding the power of its lessers.
Penanggalan (CR 12)
XP 19,200
NE Tiny outsider (Cie’th, native)
Init +9; Senses darkvision 90 ft.; Perception +22
DEFENSE
AC 29, touch 22, flat-footed 18 (+6 natural, +9 Dex, +1 dodge, +2 size)
hp 161 (14d10+84)
mp 103
Fort +14 Ref +18 Will +9
DR 10/adamantine and magic or crystal and magic Immune daze, stun, death effects, imperil, poison, mind-affecting; Resist fire 10, ice 10, wind 10, earth 10, lightning 10, water 10; SR 23
OFFENSE
Speed fly 60 ft. (good)
Melee slam +25 (1d2+1)
Special Attacks life sounding
Spells Known (Black Mage CL 14th; concentration +19)
Str 12, Dex 28, Con 20, Int 2, Wis 20 Cha 14
Base Atk +14; CMB +21; CMD 32
Feats Toughness, Dodge, Weapon Finesse, Elemental Focus (wind), Greater Elemental Focus (wind), Ally Shield, Outflank
Skills Fly +30, Perception +22
Languages Common (cannot speak)
SQ spiteful coordination, improved uncanny dodge
SPECIAL ABILITIES
Improved Uncanny Dodge (Ex): Along with the benefits of the uncanny dodge ability, a penanggalan can no longer be flanked. This defense denies a thief the ability to sneak attack the penanggalan by flanking it, unless the attacker has at least four more thief levels than the penanggalan's HD.
Life Sounding (Su): As a standard action, a penanggalan may emit a refreshing hum that closes the wounds of its fellows. All allies within a 30 ft. radius are healed 2d6 + casting modifier points of damage (2d6+5 in this case), are cured of the Poison status effect, and no longer suffer fatigue. Exhausted allies within the radius are instead fatigued. Blue mages can learn this ability as a 3rd-level spell (DC 21).
Spiteful Coordination (Ex): The penanggalan treats all allies within 30 ft. as though they have the corresponding teamwork feats necessary for the penanggalan to gain the benefit of their teamwork feats. The penanggalan’s allies do not gain such benefits.
ECOLOGY
Environment any
Organization swarm (1 penanggalan, 4-16 chonchons)
Treasure Cie’th tear
At no point is a penanggalan seen without a crowd of chonchons, unless the penanggalan is simply the only one left of its group that has yet to be slain. Though still unintelligent, these flying monsters possess a strange knack for working with the many chonchons and taking advantage of the sheer number of allies they have.
Penanggalans have a five-foot wingspan and weigh about 20 pounds.
Black and gray crystal covers the winged biped who soars around you. With a few flaps to at first steady itself, it makes a dive in your direction.
Wight (CR 2)
XP 600
NE Medium outsider (Cie’th, native)
Init +3; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 19, touch 14, flat-footed 15 (+5 natural, +3 Dex, +1 dodge)
hp 26 (3d10+9)
Fort +5 Ref +6 Will +1
DR 5/adamantine or crystal Immune mind-affecting; SR 15
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee slam +4 (1d4+1), 2 wings -1/-1 (1d4+1)
STATISTICS
Str 12, Dex 16, Con 14, Int 2, Wis 12 Cha 11
Base Atk +3; CMB +5; CMD 15
Feats Toughness, Dodge
Skills Fly +13, Perception +7
Languages Common (cannot speak)
SQ uncanny dodge
SPECIAL ABILITIES
Uncanny Dodge (Ex): A wight can react to danger before its sense would normally allow it to do so. It cannot be caught flat-footed, nor does it lose its Dexterity bonus to AC if the attacker is invisible. It still loses its Dexterity bonus to AC if immobilized. A wight can still lose its Dexterity bonus to AC if an opponent successfully uses the feint action against it.
ECOLOGY
Environment any
Organization solitary, pair, gang (3-5), flock (6-12), unkindness (13+)
Treasure Cie’th tear
Light and nimble, wights present themselves as rather annoying foes, for despite their lack of strength, they have a certain notoriety for being hard to hit, even with spells. Only on occasion are they found in numbers less than three, although such a thing is not unheard of. They prefer to stay out of reach until an opportunity to attack arises, usually having many bum-rush a single target.
Wights are 5 ½ feet tall and weigh about 95 pounds.
Cie’th, Chonchon
Covered in rough, white and gray crystal, the Cie’th before you looks to be naught but a head with a pair of triangular wings, flapping through the air like an overly large sparrow. Several of them swarm around the area at once.
Chonchon (CR 3)
XP 800
NE Tiny outsider (Cie’th, native)
Init +3; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 20, touch 16, flat-footed 14 (+4 natural, +3 Dex, +1 dodge, +2 size)
hp 34 (4d10+12)
mp 10
Fort +5 Ref +7 Will +3
DR 5/adamantine or crystal Immune mind-affecting; SR 15
OFFENSE
Speed fly 40 ft. (good)
Melee slam +5 (1d2-1)
Special Attacks life sounding
Spells Known (Black Mage CL 4th; concentration +6)
- 1st (DC 13)- aero
- 2nd (DC 14)- poison
STATISTICS
Str 8, Dex 16, Con 12, Int 2, Wis 14 Cha 11
Base Atk +4; CMB +5; CMD 15
Feats Toughness, Dodge
Skills Fly +15, Perception +9
Languages Common (cannot speak)
SQ uncanny dodge
SPECIAL ABILITIES
Life Sounding (Su): As a standard action, a chonchon may emit a refreshing hum that closes the wounds of its fellows. All allies within a 30 ft. radius are healed 2d6 + casting modifier points of damage (2d6+2 in this case), are cured of the Poison status effect, and no longer suffer fatigue. Exhausted allies within the radius are instead fatigued. Blue mages can learn this ability as a 3rd-level spell (DC 21).
Uncanny Dodge (Ex): A chonchon can react to danger before its sense would normally allow it to do so. It cannot be caught flat-footed, nor does it lose its Dexterity bonus to AC if the attacker is invisible. It still loses its Dexterity bonus to AC if immobilized. A chonchon can still lose its Dexterity bonus to AC if an opponent successfully uses the feint action against it.
ECOLOGY
Environment any
Organization gang (3-5), flock (6-12), unkindness (13+)
Treasure Cie’th tear
Curiously formed Cie’th, chonchons have a surprising knack for healing and wind magic that one would not normally expect from something of its size. Never appearing in groups of less than three, these strange creatures wildly skitter through the air, firing off aero spells with little to no stratagem in mind, healing all those within reach of their life sounding ability if they drop below half health.
Chonchons have a four-foot wingspan and weigh about 15 pounds.
Cie’th, Nelapsi
Plates of amber, honey brown, and burgundy crystal are layered over this flying creature, around whom swirls a light breeze. With a few strong flaps of its wings, it turns the gentle winds into a localized, deadly vortex.
Nelapsi (CR 4)
XP 1,200
NE Medium outsider (Cie’th, native)
Init +4; Senses darkvision 90 ft.; Perception +11
DEFENSE
AC 20, touch 15, flat-footed 15 (+5 natural, +4 Dex, +1 dodge)
hp 57 (6d10+24)
Fort +8 Ref +9 Will +1
DR 5/adamantine or crystal Immune mind-affecting; Resist wind 5 SR 15
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee slam +10 (1d4+2), 2 wings +5/+5 (1d4+2)
Special Attacks wind slash
STATISTICS
Str 14, Dex 18, Con 16, Int 2, Wis 14 Cha 12
Base Atk +6; CMB +8; CMD 23
Feats Toughness, Dodge, Weapon Finesse
Skills Fly +13, Perception +11
Languages Common (cannot speak)
SQ uncanny dodge
SPECIAL ABILITIES
Uncanny Dodge (Ex): A nelapsi can react to danger before its sense would normally allow it to do so. It cannot be caught flat-footed, nor does it lose its Dexterity bonus to AC if the attacker is invisible. It still loses its Dexterity bonus to AC if immobilized. A nelapsi can still lose its Dexterity bonus to AC if an opponent successfully uses the feint action against it.
Wind Slash (Su): With a few great flaps from its wings, the nelapsi unleashes a swirling blast of wind that seems to cut through the air like blades. As a standard action, the nelapsi can deal 3d6 slashing damage and 3d6 wind damage to all enemies within a 30 ft. cone, three times per day. A successful Reflex save (DC 15) halves both sources of damage.
ECOLOGY
Environment any
Organization solitary, pair, gang (3-5), flock (6-12), unkindness (13+), squadron (2-5 nelapsi and 1-2 taxim)
Treasure Cie’th tear
Something of a trend between the winged Cie’th is their notoriety for being encountered with numbers on their side. Though they do not usually appear in groups as large as those of wights or chonchons, the nelapsi do indeed flock together, and can be especially dangerous when doing so; when facing large, tough, or otherwise troublesome enemies, they tend to have many use their wind slash ability on their target or targets at once, in the hopes that they can slay their foe quickly.
Nelapsi are 6 feet tall and weigh about 110 pounds.
Cie’th, Varcolaci
The airborne Cie’th before you glitters with blue-white and gray-black crystals, large protrusions coming from the base of the creature’s wings are. Purplish black mist escapes its jowls in faint wisps.
Varcolaci (CR 7)
XP 3,200
NE Medium outsider (Cie’th, native)
Init +3; Senses darkvision 90 ft.; Perception +15
DEFENSE
AC 22, touch 17, flat-footed 15 (+5 natural, +6 Dex, +1 dodge)
hp 95 (9d10+45)
Fort +10 Ref +12 Will +6
DR 10/adamantine or crystal Immune daze, stun, death effects, imperil, poison, mind-affecting; Resist fire 5, ice 5, wind 5, earth 5, lightning 5, water 5; SR 18
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee slam +15 (1d4+3), 2 wings +10 (1d4+3)
Special Attacks miasma, wind slash
STATISTICS
Str 16, Dex 22, Con 18, Int 2, Wis 16 Cha 13
Base Atk +9; CMB +12; CMD 30
Feats Toughness, Dodge, Weapon Finesse, Flyby Attack, Ability Focus (miasma)
Skills Fly +22, Perception +15
Languages Common (cannot speak)
SQ improved uncanny dodge
SPECIAL ABILITIES
Improved Uncanny Dodge (Ex): Along with the benefits of the uncanny dodge ability, a varcolaci can no longer be flanked. This defense denies a thief the ability to sneak attack the varcolaci by flanking it, unless the attacker has at least four more thief levels than the varcolaci's HD.
Miasma (Su): With a great, heaving breath does the varcolaci belch forth a cloud of noxious mist. As a standard action, the varcolaci deals 5d6 non-elemental damage to all enemies in a 30 ft. cone; a successful Reflex save (DC 20) halves this damage. All enemies within the area of effect must make a series of saves (DC 20) to avoid each of the following effects: Disease (Fort), Imperil (Will), Sap (Fort), and Slow (Will), all of which last for 1d8 rounds. The varcolaci must wait for 1d4 rounds before using this ability again. Blue mages can learn this ability as a 5th-level spell (DC 25).
Wind Slash (Su): With a few great flaps from its wings, the varcolaci unleashes a swirling blast of wind that seems to cut through the air like blades. As a standard action, the varcolaci can deal 3d6 slashing damage and 3d6 wind damage to all enemies within a 30 ft. cone, five times per day. A successful Reflex save (DC 16) halves both sources of damage.
ECOLOGY
Environment any
Organization solitary, pair, gang (3-5), flock (6-12)
Treasure Cie’th tear, healer’s emerald
As the strigoi is to the shambling Cie’th, so is the varcolaci to the winged Cie’th when adventurers regard the dangers of encountering them. Encounters with more than three or four at once are rather uncommon, but not unheard of; their favorite tactic is to repeatedly use their miasma ability on their foes, debilitating them immensely, before tearing them to shreds with their wind slash ability.
About one in fifty varcolaci have, instead of a normal Cie'th tear, a green gem called a healer's emerald. This stone is a 1-inch sphere and perfectly smooth, and bolsters its user's magical abilities. All Healing spells and spell-like abilities used when wearing this stone (in the neck slot as a pendant) increase the hit points healed by 1 point for every die rolled, e.g. a cure II spell would restore another 3 hit points. As well, the wearer’s spells and spell-like abilities that heal ability damage restore 2 more points, spells and spell-like abilities that heal ability drain restore 1 more point, and all forms of the esuna spell or spell-like ability treat their caster level as two levels higher. Up to three times per day, the emerald can also be used to apply the effects of the Empower Spell or Maximize Spell metamagic feat to any Healing 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.
Varcolaci are 6 feet tall and weigh about 125 pounds.
Cie’th, Edimmu
Beige and gray-yellow crystal that has a wicked jaggedness to its shape shines dully in the shadowy light of the forested basin that the Cie’th dwells in. Its perpetual sadness is expressed in alien crying that sounds almost like that of a mother having lost a child.
Edimmu (CR 10)
XP 9,600
NE Medium outsider (Cie’th, native)
Init +8; Senses darkvision 90 ft.; Perception +15
DEFENSE
AC 29, touch 23, flat-footed 16 (+6 natural, +8 Dex, +5 dodge)
hp 150 (12d10+84)
Fort +14 Ref +16 Will +8
DR 10/adamantine and magic or crystal and magic Immune daze, stun, death effects, imperil, poison, mind-affecting; Resist fire 10, ice 10, wind 10, earth 10, lightning 10, water 10; SR 21
OFFENSE
Speed 30 ft., fly 80 ft. (good)
Melee slam +20 (1d4+5), 2 wings +18/+18 (1d4+5)
Special Attacks miasma, tears of remorse, tears of woe, wind slash
STATISTICS
Str 20, Dex 26, Con 22, Int 2, Wis 18 Cha 14
Base Atk +12; CMB +17; CMD 28
Feats Toughness, Dodge, Weapon Finesse, Flyby Attack, Ability Focus (miasma), Multiattack
Skills Fly +22, Perception +15
Languages Common (cannot speak)
SQ confounding grace, improved uncanny dodge
SPECIAL ABILITIES
Confounding Grace (Ex): The edimmu can, while in flight, use the total defense action as a swift action. This is included in the statblock above.
Improved Uncanny Dodge (Ex): Along with the benefits of the uncanny dodge ability, an edimmu can no longer be flanked. This defense denies a thief the ability to sneak attack the edimmu by flanking it, unless the attacker has at least four more thief levels than the edimmu's HD.
Miasma (Su): With a great, heaving breath does the edimmu belch forth a cloud of noxious mist. As a standard action, the edimmu deals 5d6 non-elemental damage to all enemies in a 30 ft. cone; a successful Reflex save (DC 21) halves this damage. All enemies within the area of effect must make a series of saves (DC 21) to avoid each of the following effects: Disease (Fort), Imperil (Will), Sap (Fort), and Slow (Will), all of which last for 1d8 rounds. The edimmu must wait 1d4 rounds before using this ability again. Blue mages can learn this ability as a 5th-level spell (DC 25).
Tears of Remorse (Su): After having inflicted at least one status effect on an enemy, an edimmu can softly weep black, inky tears that stream down its face in torrents as a standard action. All enemies within a 45 ft. radius who can see or hear the edimmu must make a Will save (DC 20) or have any status effects inflicted upon them by the edimmu extend their duration by 1 round.
Tears of Woe (Su): After the edimmu or its allies have sustained damage, the edimmu may bawl and wail as blue tears run from its eyes as a standard action. This grants the edimmu and any allies within a 30 ft, radius fast healing 5 for as long as the sobbing is maintained every round, and for one round after.
Wind Slash (Su): With a few great flaps from its wings, the edimmu unleashes a swirling blast of wind that seems to cut through the air like blades. As a standard action, the edimmu can deal 3d6 slashing damage and 3d6 wind damage to all enemies within a 30 ft. cone, at will. A successful Reflex save (DC 16) halves both sources of damage.
ECOLOGY
Environment any
Organization solitary, pair, nest (1-2 edimmu, 2-5 nelapsi), hive (2 edimmu, 2-8 nelapsi, 3-10 chonchon)
Treasure Cie’th tear
Legend has it that edimmu are formed from l’Cie who held someone very dear to them, and so had taken place of their beloved when the fal’Cie was to brand them. Their sense of love and devotion is corrupted into self-loathing and shame, having not only failed their Focus, but failed to return to those they cherished. This may be the reason why many edimmu are still around; those who either tasked themselves or were given the quest by the fal’Cie to slay them would not dare to raise a blade to their loved ones, even if their minds were no longer their own.
Edimmu are 7 feet tall and weigh about 150 pounds.
Cie’th, Penanggalan
What at first resembles a mere chonchon is soon revealed to be something much more. The first hint is the azure and sky blue crystal in which the flying head is encased. The other hint is the truly fierce wind and poison magics it flings in your direction, far exceeding the power of its lessers.
Penanggalan (CR 12)
XP 19,200
NE Tiny outsider (Cie’th, native)
Init +9; Senses darkvision 90 ft.; Perception +22
DEFENSE
AC 29, touch 22, flat-footed 18 (+6 natural, +9 Dex, +1 dodge, +2 size)
hp 161 (14d10+84)
mp 103
Fort +14 Ref +18 Will +9
DR 10/adamantine and magic or crystal and magic Immune daze, stun, death effects, imperil, poison, mind-affecting; Resist fire 10, ice 10, wind 10, earth 10, lightning 10, water 10; SR 23
OFFENSE
Speed fly 60 ft. (good)
Melee slam +25 (1d2+1)
Special Attacks life sounding
Spells Known (Black Mage CL 14th; concentration +19)
- 1st (DC 16)- aero (DC 18)
- 2nd (DC 17)- aero II (DC 19), poison
- 3rd (DC 18- aera (DC 20), aero III (DC 20)
- 4th (DC 19)- poisonga
- 5th (DC 20)- aeroga (DC 22)
Str 12, Dex 28, Con 20, Int 2, Wis 20 Cha 14
Base Atk +14; CMB +21; CMD 32
Feats Toughness, Dodge, Weapon Finesse, Elemental Focus (wind), Greater Elemental Focus (wind), Ally Shield, Outflank
Skills Fly +30, Perception +22
Languages Common (cannot speak)
SQ spiteful coordination, improved uncanny dodge
SPECIAL ABILITIES
Improved Uncanny Dodge (Ex): Along with the benefits of the uncanny dodge ability, a penanggalan can no longer be flanked. This defense denies a thief the ability to sneak attack the penanggalan by flanking it, unless the attacker has at least four more thief levels than the penanggalan's HD.
Life Sounding (Su): As a standard action, a penanggalan may emit a refreshing hum that closes the wounds of its fellows. All allies within a 30 ft. radius are healed 2d6 + casting modifier points of damage (2d6+5 in this case), are cured of the Poison status effect, and no longer suffer fatigue. Exhausted allies within the radius are instead fatigued. Blue mages can learn this ability as a 3rd-level spell (DC 21).
Spiteful Coordination (Ex): The penanggalan treats all allies within 30 ft. as though they have the corresponding teamwork feats necessary for the penanggalan to gain the benefit of their teamwork feats. The penanggalan’s allies do not gain such benefits.
ECOLOGY
Environment any
Organization swarm (1 penanggalan, 4-16 chonchons)
Treasure Cie’th tear
At no point is a penanggalan seen without a crowd of chonchons, unless the penanggalan is simply the only one left of its group that has yet to be slain. Though still unintelligent, these flying monsters possess a strange knack for working with the many chonchons and taking advantage of the sheer number of allies they have.
Penanggalans have a five-foot wingspan and weigh about 20 pounds.