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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.– Manly Man

Cie’th, Ispusteke (CR 13)

XP 25,600
NE Large Outsider (Cie’th, Native)
Init +12; Senses Darkvision 120 ft.; Perception +26


AC 31, touch 17, flat-footed 23 (+8 dex, +14 natural, -1 size)
hp 218 (15d10+135), fast healing 5
mp 54
Fort +17, Ref +17, Will +13
DR 10/adamantine and magic or crystal and magic; Immune bleed, curse, daze, death effects, mind-affecting, nauseating, sickening, stun; Resist fire/ice/wind/earth/lightning/water 10; SR 24


Speed 30 ft.
Melee Slam +22 (1d6+10)
Space 10 ft.; Reach 10 ft.
Special Attacks Inertial Barrier II, Multicast II
Spell Known (SC 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 Furious Focus, Improved Initiative, Persistent Spell, Precise Shot, Point-Blank Shot, Power Attack, Toughness, Weapon Focus (Slam)
Skills Acrobatics +18, Perception +26, Stealth +17
Languages Common (cannot speak)
SQ Polar Buoyancy


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 grants the ispusteke damage reduction 15/- and negates up to 60 points of elemental 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 may learn this ability as a 7th-level spell (Knowledge: Local 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 missiles are launched upon 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. No more than four missiles can be made upon a single target. The missiles strike unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the ability. Blue mages may learn this ability as a 7th-level spell (Knowledge: Local 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.


Environment any
Organization solitary, pair, trio
Treasure none

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.

Ispustekes are 8 ½ feet tall and weigh 3,000 pounds.