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Cie'th VampireThe 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.– Manly Man

Cie’th, 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 (+5 dex, +17 natural, -1 size)
hp 269 (15d10+176)
mp 87
Fort +20, Ref +14, Will +11
DR 10/adamantine and magic or crystal and magic; Immune bleed, curse, daze, death effects, mind-affecting, nauseating, sickening, stun; Resist all 10 expect holy/shadow; SR 24

OFFENSE

Speed 40 ft.
Melee Pincer +27 (2d6+11 plus grab), Slam +26 (2d6+11)
Space 10 ft.; Reach 10 ft.
Special Attacks Flail, Grind, Wail
Spells Known (FC CL 15th, Concentration +21)

2nd (DC 18) – wound
4th 
(DC 20) – woundra
6th 
(DC 22) – woundga

STATISTICS

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 Ability Focus (Wail), Body Shield, Dirty Fighting, Greater Grapple, Improved Grapple, Improved Initiative, Toughness, Weapon Focus (Pincer)
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 1 round 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 (Knowledge: Local DC 25).

ECOLOGY

Environment any
Organization solitary, pair, trio
Treasure none

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 usually begin battle by using their wound spells, 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.

Vampires are about 10 feet tall and weigh 3,500 lbs.