This woman’s flesh is pale and clammy, as if her body had been drained of blood from the fanged slashes on her four arms.
AC 30, touch 20, flat-footed 24 (+4 deflection, +6 Dex, +10 natural)
hp 217 (15d10+135); blood healing
Fort +22, Ref +15, Will +17
DR 10/cold iron and good; Immune bleed, electricity, poison; Resist acid 10, cold 10, fire 10; SR 26
Speed 50 ft.
Melee +3 wounding scimitar +27/+22/+17 (1d6+11/15–20), 3 claws +21 (1d6+4 plus grab), gore +21 (2d6+4) or 4 claws +23 (1d6+8 plus grab), gore +23 (2d6+8)
Special Attacks compelling domination, constrict (4d6+12 plus 2d6 bleed and 1d4 Strength drain), multi-arm grab
Spell-like Abilities (CL 15th; concentration +20)
Constant—deathwatch, true seeing, unholy aura (DC 23)
At will—crushing despair (DC 18), dispel magic, greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 20)
3/day—confusion (DC 19), demand (DC 23), dominate person (DC 19), fly
1/day—symbol of insanity (DC 23), summon (level 5, 1 seraptis 20% or 1 glabrezu 40%)
Str 26, Dex 23, Con 28, Int 16, Wis 19, Cha 21
Base Atk +15; CMB +21 (+25 grapple); CMD 41
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Improved Critical (scimitar), Improved Initiative, Multiattack, Power Attack, Weapon Focus (scimitar)
Skills Acrobatics +24 (+32 when jumping), Bluff +23, Fly +24, Intimidate +23, Knowledge (planes) +21, Knowledge (religion) +21, Perception +30, Sense Motive +22, Stealth +24; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Whenever a creature within 30 feet of a seraptis takes bleed damage caused by that seraptis, the blood flows through the air into the seraptis’s maw, and the seraptis heals an equal amount of damage.
When a seraptis uses dominate person, its victims do not actively resist and never gain a new saving throw when ordered to take actions against their nature.
Creatures within 30 feet of a seraptis that fail a DC 22 Will save take 1d6 points of Charisma drain and are staggered for 1d6 rounds. If the Charisma drain would reduce a creature’s Charisma to 0, that creature instead succumbs to overwhelming suicidal urges and attempts to end its life by the most convenient method at hand, subject to the GM’s discretion. The creature remains in that state until its Charisma is restored to its normal maximum—otherwise, the victim must be restrained at all times to prevent further suicide attempts.
When a seraptis successfully grabs a creature, the maws on her arms begin to gnaw on it. This ability functions as constrict, except the damage type is bludgeoning, piercing, and slashing. A seraptis gains a cumulative +4 bonus on grapple attempts with her grab ability for each successive claw attack after the first that hits a given target that round.
Statuesque and hauntingly beautiful (at least, until the toothy wounds on their arms gape open), seraptis demons are formidable combatants and typically function as bodyguards or lone champions for their masters, but many of these demons have achieved greater glory on their own as rulers of subdomains in greater Abyssal realms.
A seraptis demon stands 7 feet tall and weighs 230 pounds.
Seraptis demons form from the souls of those who, in the act of committing suicide, caused an unusual amount of despair, destruction, or mayhem. A quiet death in a dark room might result in the soul becoming a seraptis if the victim was a well known and beloved political figure whose suicide compelled his followers to riot and murder. A plunge from a high tower into a crowded marketplace might result in a small amount of collateral damage if the jumper lands atop a passerby, but this would not normally doom the suicide to existence as a seraptis. Suicide by detonating a necklace of fireballs in the middle of a wedding, on the other hand, would likely result in the dead soul becoming a seraptis.
With one exception, those who deliberately commit suicide in an attempt to have their souls transform into seraptis demons instead find themselves manifesting upon the Abyss as larvae—the Abyss does not reward deliberate suicide with such power as a seraptis wields. The ritual by which such a worshiper can transcend mortal life and transform into a seraptis is one of the cult’s most closely guarded secrets, and one that is only revealed to the most heretical and deviant of the faithful. Seraptis demons formed in this manner always retain their previous life’s personality and memories, although they lose all class-based abilities in the transition.
Although the seraptis champions and assassins are well feared, the true terrors of their kind are those who have broken free from servitude to more powerful demons and, in so doing, have established themselves as ruling forces. These demons are all advanced serapti with several class levels, ranging from CR 19 to CR 22. These seraptis demons have undergone a secret suicide ritual to transform into demons. None have yet ascended to the vaunted rank of nascent demon lord, for they hope to someday transcend as a group into a full-fledged demon lord by undertaking a hideous suicide pact, bypassing the convoluted and dangerous step of nascence most demon lords must endure.
Pathfinder Campaign Setting: Lords of Chaos: Book of the Damned, Vol. 2. Copyright 2010, Paizo Publishing, LLC; Author: James Jacobs.
Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.