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Daemon, Sepsidaemon

A long-beaked, crested head on a twisted neck rises from a formless, glowing mass of a body. Now and then, a grasping claw extends forth.

Sepsidaemon CR 7

XP 3,200
NE Medium outsider (daemon, evil, extraplanar)
Init +8; Senses darkvision 60 ft., scent; Perception +14
Aura septic wounds (30 ft.)

DEFENSE

AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 85 (9d10+36)
Fort +10, Ref +10, Will +7
Defensive Abilities amorphous, DR 10/good or silver;
Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 18

OFFENSE

Speed 30 ft., swim 30 ft.
Melee bite +13 (1d8+4 plus 1d6 acid and disease), 2 claws +14 (1d4+4/19–20 plus 1d6 acid and disease)
Special Attacks necrotic slough
Spell-Like Abilities (CL 7th; concentration +10)

At willcontagion (DC 17), dimension door
1/daysummon (level 3, 1 sepsidaemon 40%)

STATISTICS

Str 18, Dex 19, Con 18, Int 13, Wis 14, Cha 17
Base Atk +9; CMB +13; CMD 27
Feats Improved Critical (claw), Improved Initiative, Iron Will, Power Attack, Weapon Focus (claw)
Skills Climb +16, Intimidate +15, Knowledge (planes) +13, Perception +14, Stealth +16, Survival +14, Swim +24
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.

SPECIAL ABILITIES

Disease (Ex)

Fleshweep: injury; save Fort DC 18; onset immediate; frequency 1/day; effect 1 Con damage and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Constitution-based.

Necrotic Slough (Ex)

As it moves, the sepsidaemon covers the ground with portions of its festering body, transforming any square it passes through into difficult terrain for 2 rounds, after which the filth evaporates. A creature that passes through or starts its turn in one of these squares must succeed at a DC 18 Reflex save or take 2d6 points of acid damage and become nauseated for 1 round; the nausea effect is a disease effect. A creature can be affected by this acid damage and nauseated condition only once per round. The save DC is Constitution-based.

Septic Wounds Aura (Su)

A sepsidaemon radiates an aura that causes wounds to fester. If a creature with lethal hit point damage begins its turn within 30 feet of a sepsidaemon, it must succeed at a DC 18 Fortitude save or become infected with fleshweep (see Disease above). This is a disease effect.

ECOLOGY

Environment any (Abaddon)
Organization solitary, pair, or infection (3–8)
Treasure standard

Sepsidaemons embody the concept of death by gangrene, infection, and necrotic decay. Spawned from the evil souls of those who experienced horrific deaths under septic conditions, these daemons are most prominent in the areas of Apollyon’s domain where the waters of the Styx intrude and leach away life and memories. A sepsidaemon continually hunts, feeds, and appropriates the essences of creatures. These fiends perpetually slough a trail of necrotic flesh and exude a fearsome aura that festers and corrupts wounds. A sepsidaemon fuses its victims’ misappropriated forms to its amorphous core, where they dangle like rotting jewelry. Although sepsidaemons typically roam alone or in loose pairs, they are at their most fearsome when they form groups led by one of Apollyon’s leukodaemon deacons.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Book of the Damned © 2017, Paizo Inc.; Authors: John Compton, Adam Daigle, Amanda Hamon Kunz, James Jacobs, Isabelle Lee, F. Wesley Schneider, Todd Stewart, and Josh Vogt.