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Cie'th VarcolaciThe 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.– Manly Man

Cie’th, Varcolaci (CR 7)

XP 3,200
NE Medium Outsider (Cie’th, Native)
Init +3; Senses Darkvision 90 ft.; Perception +15


AC 22, touch 17, flat-footed 15 (+6 dex, +5 natural, +1 dodge)
hp 95 (9d10+45)
Fort +10, Ref +12, Will +6
DR 5/adamantine or crystal; Immune daze, death effects, imperil, mind-affecting, poison, stun; Resist Fire/Ice/Wind/Earth/Lightning/Water 5; SR 18


Speed 30 ft., fly 60 ft. (good)
Melee Slam +15 (1d4+3), 2 Wings +10 (1d4+3)
Special Attacks Miasma, Wind Slash


Str 16, Dex 22, Con 18, Int 2, Wis 16, Cha 13
Base Atk +9; CMB +12; CMD 30
Feats Ability Focus (Miasma), Dodge, Flyby Attack, Toughness, Weapon Finesse
Skills Fly +22, Perception +15
Languages Common (cannot speak)
SQ Improved Uncanny Dodge


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 19) halves this damage. All enemies within the area of effect who failed the Reflex save must make a series of saves (DC 19) to avoid each of the following effects: Disease (Fort), Silence (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 may learn this ability as a 5th-level spell (Knowledge: Local DC 25).

Wind Slasher (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.


Environment any
Organization solitary, pair, gang (3-5), flock (6-12)
Treasure none

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.

Varcolaci are 6 feet tall and weigh about 125 pounds.