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Cie'th VetalaA 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.– Manly Man

Cie’th, 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 (+6 dex, +10 natural, -1 size)
hp 125 (10d10+70)
Fort +13, Ref +13, Will +9
DR 5/adamantine or crystal; Immune daze, death effects, mind-affecting, stun; Resist fire/ice/wind/earth/lightning/water 5; SR 19

OFFENSE

Speed 30 ft.
Melee Slam +15 (1d6+7)
Space 10 ft.; Reach 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 Furious Focus, Improved Initiative, Power Attack, Toughness, Weapon Focus (Slam)
Skills Acrobatics +13, Perception +19, Stealth +12
Languages Common (cannot speak)
SQ Polar Buoyancy

SPECIAL ABILITIES

Inertial Barrier (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 grants the vetala damage reduction 10/- and negates up to 30 points of elemental 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 may learn this ability as a 5th-level spell (Knowledge: Local DC 25).

Multicast (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 missiles are launched upon 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 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 5th-level spell (Knowledge: Local 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 none

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. They will usually erect their inertial barrier before repeatedly using multicast, and take the time to reactivate the barrier if it fails.

Vetalas are 7 ½ feet tall and weigh 1,800 pounds.