Cie’th, Seeker
What can be best called a ‘thing’ lurches towards you, crawling over the ground like a wounded animal. Little more than a face with an arm attached, the scraping noise of its crystal encasing over the stone floor is almost drowned out by its breathy moaning.
Seeker (CR 1)
XP 300
NE Small outsider (Cie’th, native)
Init +0; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 14, touch 11, flat-footed 14 (+3 natural, +1 size)
hp 18 (2d10+7)
Fort +5 Ref +3 Will +0
DR 5/adamantine or crystal Immune mind-affecting; SR 15
OFFENSE
Speed 20 ft.
Melee slam +3 (1d3+1)
STATISTICS
Str 12, Dex 10, Con 14, Int 2, Wis 10 Cha 8
Base Atk +2; CMB +2; CMD 11
Feats Toughness
Skills Acrobatics +5, Perception +5
Languages Common (cannot speak)
ECOLOGY
Environment any
Organization gang (3-5), crowd (6-12), mob (13+)
Treasure Cie’th tear
Pitiful seekers are the lowest of the low of the Cie’th, most of whom were l’Cie who were branded without a Focus. Even the ghouls are not as reliant on numbers as these poor souls, who are never found numbering less than three at any given time. They have no sense of strategy, able to comprehend rushing their enemies and attacking, but little else.
Seekers are 4 feet long and weigh about 50 pounds.
Cie’th, Vetala
A monstrous abomination lazily hovers in the air before you, looking to be two ghast Cie’th stuck together; indeed, it possesses two faces and two energy cores, and though the heads do not scream in concert, it looses magical attacks as though they are one.
Vetala (CR 8)
XP 4,800
NE Large outsider (Cie’th, native)
Init +10; Senses darkvision 90 ft.; Perception +19
DEFENSE
AC 25, touch 15, flat-footed 19 (+10 natural, +6 Dex, -1 size)
hp 125 (10d10+70)
Fort +13 Ref +13 Will +9
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 30 ft.
Melee slam +14 (1d6+11)
Space/Reach 10 ft./10 ft.
Special Attacks inertial barrier I, multicast I
STATISTICS
Str 20, Dex 22, Con 23, Int 2, Wis 22 Cha 14
Base Atk +10; CMB +16; CMD 32
Feats Toughness, Improved Initiative, Weapon Focus (slam), Power Attack (included in statistics above), Furious Focus
Skills Acrobatics +13, Perception +19, Stealth +12
Languages Common (cannot speak)
SQ polar buoyancy
SPECIAL ABILITIES
Inertial Barrier I (Su): Up to three times per day, as a standard action, a vetala can manifest a shield of hexagonal plates of energy that completely surrounds it. The shield renders all physical damage against it completely ineffective (though other effects from attacks may still activate), and negates up to thirty points of energy damage, applying the vetala’s elemental resistances to the damage dealt to the shield, before dispersing. While this shield is in effect, the vetala cannot take full-round actions, nor can it take both a standard and a move action in the same round. Blue mages can learn this ability as a 5th-level spell (DC 25).
Multicast I (Su): As a standard action, a vetala can release a burst of magic formed by the chaotic energies that hold it together. A series of 1d6 ranged touch attacks are made on any enemies within 60 ft. of the vetala’s choice, each one dealing 3d6 damage of a random element, determined by rolling a d6: 1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water; a roll is required for each attack made. No more than three attacks can be made upon a single target. Blue mages can learn this ability as a 5th-level spell (DC 25).
Polar Buoyancy (Ex): Vetalas are held aloft by two large chunks of crystal that hover just above and just below it. This gives it movement as though it was under the effect of a float spell; this effect cannot be dispelled.
ECOLOGY
Environment any
Organization solitary, pair, trio
Treasure Cie’th tear
Truly strange examples of Cie’thkind, the vetala is the result of two l’Cie who shared a Focus and were unable to complete it, falling into Cie’thdom at the same time while too close. Partially fused together, the pair of Cie’th are inextricably bound, but the weird magics that entwine them also grant them great, unpredictable powers. Vetalas, though far from weak, are the least powerful of the three kinds of Cie’th who suffer such a fate, the others being the ispusteke and raktavija.
Vetalas are 7 ½ feet tall and weigh 1,800 pounds.
Cie’th, Ispusteke
At first looking to be little more than a freakish pair of Cie’th whose misfortune has become twofold, it is readily apparent that they are a perfect demonstration of how two and two can equal five. Unfortunately for you, the roiling elemental energy it sheds from its red and fuchsia crystals speaks of more than five ways you can wind up dead.
Ispusteke (CR 13)
XP 25,600
NE Large outsider (Cie’th, native)
Init +12; Senses darkvision 120 ft.; Perception +26
DEFENSE
AC 31, touch 17, flat-footed 23 (+14 natural, +8 Dex, -1 size)
hp 218 (15d10+135); fast healing 5
mp 86
Fort +17 Ref +17 Will +13
DR 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 30 ft.
Melee slam +22 (1d6+15)
Space/Reach 10 ft./10 ft.
Special Attacks inertial barrier II, multicast II
Spells Known (Red Mage CL 15th; concentration +23)
Str 24, Dex 26, Con 27, Int 2, Wis 26 Cha 17
Base Atk +15; CMB +23; CMD 40
Feats Toughness, Improved Initiative, Weapon Focus (slam), Power Attack (included in the statistics above), Furious Focus, Point-Blank Shot, Precise Shot, Persistent Spell
Skills Acrobatics +18, Perception +26, Stealth +17
Languages Common (cannot speak)
SQ polar buoyancy
SPECIAL ABILITIES
Inertial Barrier II (Su): Up to three times per day, as a standard action, an ispusteke can manifest a shield of hexagonal plates of energy that completely surrounds it. The shield renders all physical damage against it completely ineffective (though other effects from attacks may still activate), and negates up to sixty points of energy damage, applying the ispusteke’s elemental resistances to the damage dealt to the shield, before dispersing. While this shield is in effect, the ispusteke cannot take full-round actions, nor can it take both a standard and a move action in the same round. Blue mages can learn this ability as a 7th-level spell (DC 29).
Multicast II (Su): As a standard action, an ispusteke can release a burst of magic formed by the chaotic energies that hold it together. A series of 2d4 ranged touch attacks are made on any enemies within 60 ft. of the ispusteke’s choice, each one dealing 4d6 damage of a random element, determined by rolling a d8: 1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow; a roll is required for each attack made. No more than four attacks can be made upon a single target. Blue mages can learn this ability as a 7th-level spell (DC 29).
Polar Buoyancy (Ex): Ispustekes are held aloft by two large chunks of crystal that hover just above and just below it. This gives it movement as though it was under the effect of a float spell; this effect cannot be dispelled.
ECOLOGY
Environment any
Organization solitary, pair, trio
Treasure Cie’th tear, blaster’s sapphire
Second of the three sorts of conjoined Cie’th, the ispusteke is a genuinely terrifying threat. Not so easily satisfied with elemental destruction as the lesser vetala, these vicious creatures prefer to pelt their enemies with their spells until a large number, usually around half, are suffering from the Imperil status before laying out round after round of devastation with their multicast ability.
About one in fifty ispustekes have, instead of a normal Cie'th tear, an azure gem called a blaster's sapphire. This stone is a 1-inch sphere and perfectly smooth, and bolsters its user's magical abilities. All Elemental and Non-Elemental spells and spell-like abilities used when wearing this stone (in the neck slot as a pendant) increase the damage dealt by 1 point for every die rolled, e.g. a fire II spell would deal another 3 points of fire damage, on top of whatever other bonuses may come with the spell. As well, the wearer’s spells and spell-like abilities of the Elemental and Non-Elemental schools are treated as though their caster level is two levels higher for the purposes of overcoming spell resistance. Up to three times per day, the sapphire can also be used to apply the effects of the Empower Spell or Maximize Spell metamagic feat to any Elemental or Non-Elemental 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.
Ispustekes are 8 ½ feet tall and weigh 3,000 pounds.
Cie’th, Raktavija
Lavender and sky blue pulses of color highlight the ridges of black crystal that envelope the two half-fused Cie’th. A honeycomb of golden energy surrounds it; while it fends off your own attempts to hurt it, the field most certainly does not stop the torrent of elemental magic it flings in your direction.
Raktavija (CR 18)
XP 153,600
NE Large outsider (Cie’th, native)
Init +14; Senses blindsense 120 ft.; Perception +33
DEFENSE
AC 37, touch 19, flat-footed 28 (+18 natural, +10 Dex, -1 size)
hp 330 (20d10+220); fast healing 10
mp 150
Fort +22 Ref +22 Will +16
DR 20/adamantine and good and magic or crystal and good and magic Immune mind-affecting, bleed, curse, death effects, daze, stun, sickening, nauseating; Resist fire 20, ice 20, wind 20, earth 20, lightning 20, water 20, holy 10, shadow 10; SR 29
OFFENSE
Speed 30 ft.
Melee slam +29 (1d6+18)
Space/Reach 10 ft./10 ft.
Special Attacks inertial barrier III, multicast III
Spells Known (Red Mage CL 20th; concentration +30)
Str 26, Dex 30, Con 30, Int 2, Wis 30 Cha 19
Base Atk +20; CMB +30; CMD 50
Feats Toughness, Improved Initiative, Weapon Focus (slam), Power Attack (included in the statistics above), Furious Focus, Point-Blank Shot, Precise Shot, Widen Spell, Persistent Spell, Quicken Spell
Skills Acrobatics +22, Perception +33, Stealth +22
Languages Common (cannot speak)
SQ polar buoyancy
SPECIAL ABILITIES
Inertial Barrier III (Su): Up to three times per day, as a standard action, a raktavija can manifest a shield of hexagonal plates of energy that completely surrounds it. The shield renders all physical damage against it completely ineffective (though other effects from attacks may still activate), and negates up to one hundred points of energy damage, applying the raktavija’s elemental resistances to the damage dealt to the shield, before dispersing. While this shield is in effect, the raktavija cannot take full-round actions, nor can it take both a standard and a move action in the same round. Blue mages can learn this ability as a 9th-level spell (DC 29).
Multicast III (Su): As a standard action, a raktavija can release a burst of magic formed by the chaotic energies that hold it together. A series of 3d4 ranged touch attacks are made on any enemies within 60 ft. of the raktavija’s choice, each one dealing 5d6 damage of a random element, determined by rolling a d10: 1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow, 9-10: non-elemental; a roll is required for each attack made. No more than six attacks can be made upon a single target. Blue mages can learn this ability as a 9th-level spell (DC 33).
Polar Buoyancy (Ex): Raktavijas are held aloft by two large chunks of crystal that hover just above and just below it. This gives it movement as though it was under the effect of a float spell; this effect cannot be dispelled.
ECOLOGY
Environment any
Organization solitary, pair
Treasure Cie’th tear
Ever ready for creatures to slay, raktavijas are always to be found with their inertial barrier erected. They begin by tossing around their spells, making use of all the metamagic they can while doing so, and then start to barrage any of their enemies who suffer from the Imperil status. All tactics are abandoned in favor of renewing their inertial barrier if it falls, even if it costs them an opportunity to kill.
Raktavijas are 9 feet tall and weigh 5,230 pounds.
What can be best called a ‘thing’ lurches towards you, crawling over the ground like a wounded animal. Little more than a face with an arm attached, the scraping noise of its crystal encasing over the stone floor is almost drowned out by its breathy moaning.
Seeker (CR 1)
XP 300
NE Small outsider (Cie’th, native)
Init +0; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 14, touch 11, flat-footed 14 (+3 natural, +1 size)
hp 18 (2d10+7)
Fort +5 Ref +3 Will +0
DR 5/adamantine or crystal Immune mind-affecting; SR 15
OFFENSE
Speed 20 ft.
Melee slam +3 (1d3+1)
STATISTICS
Str 12, Dex 10, Con 14, Int 2, Wis 10 Cha 8
Base Atk +2; CMB +2; CMD 11
Feats Toughness
Skills Acrobatics +5, Perception +5
Languages Common (cannot speak)
ECOLOGY
Environment any
Organization gang (3-5), crowd (6-12), mob (13+)
Treasure Cie’th tear
Pitiful seekers are the lowest of the low of the Cie’th, most of whom were l’Cie who were branded without a Focus. Even the ghouls are not as reliant on numbers as these poor souls, who are never found numbering less than three at any given time. They have no sense of strategy, able to comprehend rushing their enemies and attacking, but little else.
Seekers are 4 feet long and weigh about 50 pounds.
Cie’th, Vetala
A monstrous abomination lazily hovers in the air before you, looking to be two ghast Cie’th stuck together; indeed, it possesses two faces and two energy cores, and though the heads do not scream in concert, it looses magical attacks as though they are one.
Vetala (CR 8)
XP 4,800
NE Large outsider (Cie’th, native)
Init +10; Senses darkvision 90 ft.; Perception +19
DEFENSE
AC 25, touch 15, flat-footed 19 (+10 natural, +6 Dex, -1 size)
hp 125 (10d10+70)
Fort +13 Ref +13 Will +9
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 30 ft.
Melee slam +14 (1d6+11)
Space/Reach 10 ft./10 ft.
Special Attacks inertial barrier I, multicast I
STATISTICS
Str 20, Dex 22, Con 23, Int 2, Wis 22 Cha 14
Base Atk +10; CMB +16; CMD 32
Feats Toughness, Improved Initiative, Weapon Focus (slam), Power Attack (included in statistics above), Furious Focus
Skills Acrobatics +13, Perception +19, Stealth +12
Languages Common (cannot speak)
SQ polar buoyancy
SPECIAL ABILITIES
Inertial Barrier I (Su): Up to three times per day, as a standard action, a vetala can manifest a shield of hexagonal plates of energy that completely surrounds it. The shield renders all physical damage against it completely ineffective (though other effects from attacks may still activate), and negates up to thirty points of energy damage, applying the vetala’s elemental resistances to the damage dealt to the shield, before dispersing. While this shield is in effect, the vetala cannot take full-round actions, nor can it take both a standard and a move action in the same round. Blue mages can learn this ability as a 5th-level spell (DC 25).
Multicast I (Su): As a standard action, a vetala can release a burst of magic formed by the chaotic energies that hold it together. A series of 1d6 ranged touch attacks are made on any enemies within 60 ft. of the vetala’s choice, each one dealing 3d6 damage of a random element, determined by rolling a d6: 1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water; a roll is required for each attack made. No more than three attacks can be made upon a single target. Blue mages can learn this ability as a 5th-level spell (DC 25).
Polar Buoyancy (Ex): Vetalas are held aloft by two large chunks of crystal that hover just above and just below it. This gives it movement as though it was under the effect of a float spell; this effect cannot be dispelled.
ECOLOGY
Environment any
Organization solitary, pair, trio
Treasure Cie’th tear
Truly strange examples of Cie’thkind, the vetala is the result of two l’Cie who shared a Focus and were unable to complete it, falling into Cie’thdom at the same time while too close. Partially fused together, the pair of Cie’th are inextricably bound, but the weird magics that entwine them also grant them great, unpredictable powers. Vetalas, though far from weak, are the least powerful of the three kinds of Cie’th who suffer such a fate, the others being the ispusteke and raktavija.
Vetalas are 7 ½ feet tall and weigh 1,800 pounds.
Cie’th, Ispusteke
At first looking to be little more than a freakish pair of Cie’th whose misfortune has become twofold, it is readily apparent that they are a perfect demonstration of how two and two can equal five. Unfortunately for you, the roiling elemental energy it sheds from its red and fuchsia crystals speaks of more than five ways you can wind up dead.
Ispusteke (CR 13)
XP 25,600
NE Large outsider (Cie’th, native)
Init +12; Senses darkvision 120 ft.; Perception +26
DEFENSE
AC 31, touch 17, flat-footed 23 (+14 natural, +8 Dex, -1 size)
hp 218 (15d10+135); fast healing 5
mp 86
Fort +17 Ref +17 Will +13
DR 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 30 ft.
Melee slam +22 (1d6+15)
Space/Reach 10 ft./10 ft.
Special Attacks inertial barrier II, multicast II
Spells Known (Red Mage CL 15th; concentration +23)
- 2nd (DC 20)- imperil
- 4th (DC 22)- imperilra
Str 24, Dex 26, Con 27, Int 2, Wis 26 Cha 17
Base Atk +15; CMB +23; CMD 40
Feats Toughness, Improved Initiative, Weapon Focus (slam), Power Attack (included in the statistics above), Furious Focus, Point-Blank Shot, Precise Shot, Persistent Spell
Skills Acrobatics +18, Perception +26, Stealth +17
Languages Common (cannot speak)
SQ polar buoyancy
SPECIAL ABILITIES
Inertial Barrier II (Su): Up to three times per day, as a standard action, an ispusteke can manifest a shield of hexagonal plates of energy that completely surrounds it. The shield renders all physical damage against it completely ineffective (though other effects from attacks may still activate), and negates up to sixty points of energy damage, applying the ispusteke’s elemental resistances to the damage dealt to the shield, before dispersing. While this shield is in effect, the ispusteke cannot take full-round actions, nor can it take both a standard and a move action in the same round. Blue mages can learn this ability as a 7th-level spell (DC 29).
Multicast II (Su): As a standard action, an ispusteke can release a burst of magic formed by the chaotic energies that hold it together. A series of 2d4 ranged touch attacks are made on any enemies within 60 ft. of the ispusteke’s choice, each one dealing 4d6 damage of a random element, determined by rolling a d8: 1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow; a roll is required for each attack made. No more than four attacks can be made upon a single target. Blue mages can learn this ability as a 7th-level spell (DC 29).
Polar Buoyancy (Ex): Ispustekes are held aloft by two large chunks of crystal that hover just above and just below it. This gives it movement as though it was under the effect of a float spell; this effect cannot be dispelled.
ECOLOGY
Environment any
Organization solitary, pair, trio
Treasure Cie’th tear, blaster’s sapphire
Second of the three sorts of conjoined Cie’th, the ispusteke is a genuinely terrifying threat. Not so easily satisfied with elemental destruction as the lesser vetala, these vicious creatures prefer to pelt their enemies with their spells until a large number, usually around half, are suffering from the Imperil status before laying out round after round of devastation with their multicast ability.
About one in fifty ispustekes have, instead of a normal Cie'th tear, an azure gem called a blaster's sapphire. This stone is a 1-inch sphere and perfectly smooth, and bolsters its user's magical abilities. All Elemental and Non-Elemental spells and spell-like abilities used when wearing this stone (in the neck slot as a pendant) increase the damage dealt by 1 point for every die rolled, e.g. a fire II spell would deal another 3 points of fire damage, on top of whatever other bonuses may come with the spell. As well, the wearer’s spells and spell-like abilities of the Elemental and Non-Elemental schools are treated as though their caster level is two levels higher for the purposes of overcoming spell resistance. Up to three times per day, the sapphire can also be used to apply the effects of the Empower Spell or Maximize Spell metamagic feat to any Elemental or Non-Elemental 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.
Ispustekes are 8 ½ feet tall and weigh 3,000 pounds.
Cie’th, Raktavija
Lavender and sky blue pulses of color highlight the ridges of black crystal that envelope the two half-fused Cie’th. A honeycomb of golden energy surrounds it; while it fends off your own attempts to hurt it, the field most certainly does not stop the torrent of elemental magic it flings in your direction.
Raktavija (CR 18)
XP 153,600
NE Large outsider (Cie’th, native)
Init +14; Senses blindsense 120 ft.; Perception +33
DEFENSE
AC 37, touch 19, flat-footed 28 (+18 natural, +10 Dex, -1 size)
hp 330 (20d10+220); fast healing 10
mp 150
Fort +22 Ref +22 Will +16
DR 20/adamantine and good and magic or crystal and good and magic Immune mind-affecting, bleed, curse, death effects, daze, stun, sickening, nauseating; Resist fire 20, ice 20, wind 20, earth 20, lightning 20, water 20, holy 10, shadow 10; SR 29
OFFENSE
Speed 30 ft.
Melee slam +29 (1d6+18)
Space/Reach 10 ft./10 ft.
Special Attacks inertial barrier III, multicast III
Spells Known (Red Mage CL 20th; concentration +30)
- 2nd (DC 22)- imperil
- 4th (DC 24)- imperilra
- 5th (DC 26)- imperilga
Str 26, Dex 30, Con 30, Int 2, Wis 30 Cha 19
Base Atk +20; CMB +30; CMD 50
Feats Toughness, Improved Initiative, Weapon Focus (slam), Power Attack (included in the statistics above), Furious Focus, Point-Blank Shot, Precise Shot, Widen Spell, Persistent Spell, Quicken Spell
Skills Acrobatics +22, Perception +33, Stealth +22
Languages Common (cannot speak)
SQ polar buoyancy
SPECIAL ABILITIES
Inertial Barrier III (Su): Up to three times per day, as a standard action, a raktavija can manifest a shield of hexagonal plates of energy that completely surrounds it. The shield renders all physical damage against it completely ineffective (though other effects from attacks may still activate), and negates up to one hundred points of energy damage, applying the raktavija’s elemental resistances to the damage dealt to the shield, before dispersing. While this shield is in effect, the raktavija cannot take full-round actions, nor can it take both a standard and a move action in the same round. Blue mages can learn this ability as a 9th-level spell (DC 29).
Multicast III (Su): As a standard action, a raktavija can release a burst of magic formed by the chaotic energies that hold it together. A series of 3d4 ranged touch attacks are made on any enemies within 60 ft. of the raktavija’s choice, each one dealing 5d6 damage of a random element, determined by rolling a d10: 1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow, 9-10: non-elemental; a roll is required for each attack made. No more than six attacks can be made upon a single target. Blue mages can learn this ability as a 9th-level spell (DC 33).
Polar Buoyancy (Ex): Raktavijas are held aloft by two large chunks of crystal that hover just above and just below it. This gives it movement as though it was under the effect of a float spell; this effect cannot be dispelled.
ECOLOGY
Environment any
Organization solitary, pair
Treasure Cie’th tear
Ever ready for creatures to slay, raktavijas are always to be found with their inertial barrier erected. They begin by tossing around their spells, making use of all the metamagic they can while doing so, and then start to barrage any of their enemies who suffer from the Imperil status. All tactics are abandoned in favor of renewing their inertial barrier if it falls, even if it costs them an opportunity to kill.
Raktavijas are 9 feet tall and weigh 5,230 pounds.