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Div, Sepid

Twice the height of a human, this horned monstrous warrior wields a massive blade.

Sepid CR 14

XP 38,400
NE Large outsider (div, evil, extraplanar)
Init +9; Senses darkvision 60 ft., see in darkness; Perception +22

DEFENSE

AC 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, -1 size)
hp 202 (15d10+120)
Fort +13, Ref +16, Will +15
DR 10/cold iron and good; Immune fire, poison; Resist acid 10, electricity 10; SR 25

OFFENSE

Speed 40 ft.
Melee +1 falchion +23/+18/+13 (2d6+11/15-20) or 2 claws +21 (1d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks rain of debris
Spell-Like Abilities (CL 15th; concentration +21)

At willcomprehend languages, deeper darkness, greater teleport (self plus 50 lbs. of objects only), nondetection, speak with dead (DC 19)
3/dayblindness/deafness (DC 18), fly, ice storm, invisibility, mirror image, scorching ray, touch of idiocy, true strike
1/dayanimate dead, baleful polymorph (DC 21), bestow curse (DC 20), break enchantment, create undead, disintegrate (DC 22), enervation, fireball (DC 19), hold monster (DC 21), summon (level 4, 1 ghawwas or 1 shira 40%), true seeing

STATISTICS

Str 25, Dex 20, Con 27, Int 19, Wis 19, Cha 22
Base Atk +15; CMB +23; CMD 38
Feats Cleave, Combat Reflexes, Deflect ArrowsB, Improved Critical (falchion), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (falchion)
Skills Bluff +24, Fly +15, Intimidate +24, Knowledge (arcana) +22, Knowledge (planes) +22, Knowledge (religion) +15, Perception +22, Sense Motive +20, Spellcraft +22, Stealth +19, Use Magic Device +24
Languages Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ deflect rays

SPECIAL ABILITIES

Deflect Rays (Su)

Once per round as an immediate action, a sepid can use its Deflect Arrows feat to deflect a ray or a spell that uses a ranged touch attack.

Rain of Debris (Su)

Three times per day as a standard action, a sepid can call forth a hail of stones, wood, metal, and similar debris. The debris rains down and pelts all creatures in a 10-foot-high, 40-foot-radius cylinder centered on the sepid, dealing 15d6 points of bludgeoning damage (Reflex DC 25 for half). This attack does not harm the sepid, and counts as an evil attack for the purpose of damage reduction. The save DC is Constitution-based.

ECOLOGY

Environment any (Abaddon)
Organization solitary
Treasure standard (+1 falchion, other treasure)

Warlords among the divs, sepids spread fear, slaughter, and despair wherever they pass. They foster battles, incite rebellions, and seek heroes to slay, destroying all that which gives common people hope. With their falchions in hand, sepids often stand at the fore of the foul legions they raise.

Sepids delight in twisting the truth, but while all divs are liars, sepids make themselves predictable by always doing the opposite of what they claim, and wise opponents turn this knowledge to their own advantage.

Sepids stand 13 feet tall and weigh upward of 1,500 pounds.

Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.