Standing against the blackness of the nightscape is a broad, vaguely humanoid figure, topheavy and coated in smooth, glassy crystal as pale as moonlight. It creeps forward with a steady, graceful step unlike that of others of its kind, silent as death and intent on delivering it.– Manly Man
Cie’th, Sacrifice (CR 15)
XP 51,200
NE Large Outsider (Cie’th, Native)
Init +9; Senses Darkvision 120 ft.; Perception +28
DEFENSE
AC 34, touch 22, flat-footed 29 (+5 dex, +12 natural, -1 size, +8 deflect)
hp 298 (17d10+204)
mp 104
Fort +21, Ref +15, Will +12
DR 15/adamantine and magic or crystal and magic; Immune bleed, curse, daze, death effects, mind-affecting, nauseating, sickening, stun; Resist fire/ice/earth/lightning/water 15, wind 20, holy/shadow 5; SR 26
OFFENSE
Speed 40 ft.
Melee 2 Slams +32 (2d6+12)
Space 10 ft.; Reach 10 ft.
Special Attacks Anathema
Spells Known (FC CL 17th, Concentration +23)
1st (DC 20) – aero
2nd (DC 21) – aero
3rd (DC 22) – aera, aero III
4th (DC 23) – aero IV
5th (DC 24) – aeroga
9th (DC 26) – death
STATISTICS
Str 34, Dex 20, Con 33, Int 2, Wis 24, Cha 19
Base Atk +17; CMB +31; CMD 46
Feats Bouncing Spell, Elemental Focus (Wind), Furious Focus, Greater Elemental Focus (Wind), Improved Initiative, Power Attack, Sickening Spell, Toughness, Weapon Focus (Slam)
Skills Acrobatics +14, Perception +28, Stealth +15
Languages Common (cannot speak)
SQ Great Claw, Mirrorskin, Sharp Claw
SPECIAL ABILITIES
Anathema (Su)
The sacrifice, as a standard action, releases a stream of black, vile mist that homes in and engulfs a single target within 60 ft., using debilitating and antimagic energies to cripple a foe. The target is subjected to a targeted greater dispel effect (CL 17 in this case), and given a menagerie of status effects. The target has to make a DC 25 saving throw each to avoid the Sap (Fort), Slow (Will) and Imperil (Will) status. Another DC 25 Will save must be made or imposes a -4 penalty on all saving throws against spells and spell-like abilities. In addition, it also forces the target to treat their caster level as four levels lower for determining the effects of any and all spells and spell-like abilities they use. These effects all last for 1d6 rounds. The sacrifice must wait 1d4 rounds before using this ability again. Blue mages may learn this ability as a 9th-level spell (Knowledge: Local DC 33).
Great Claw (Ex)
The jagged crystals and heavy plates that make up the oversized claw of a sacrifice let them make slam attacks as a creature two size categories larger.
Mirrorskin (Ex)
All hostile spells and spell-like abilities that affect a sacrifice of 3rd-level or lower are automatically reflected back at the caster as though countered by an unbeatable Reflect effect. Any other hostile spells or spell-like abilities that fail to penetrate the sacrifice’s spell resistance have a 50% chance of reflecting back at the caster; those that are not reflected are simply nullified.
Sharp Claw (Ex)
The points, edges, and grooves on a sacrifice’s arm are able to easily rend flesh, letting them do either bludgeoning and piercing or bludgeoning and slashing damage with their slam attack.