Sepid
Creature 14 — div, fiend, unholy
AnvilCrasherLANDfienddivineunholy
Sepids are the brutal warlords of the divs, delighting in violence against mortals and their own particular flavor of vengeance. Inveterate liars, sepids can't help but spout the most outrageous lies, and their form and nature represent the power of falsehoods to snowball into violence that can cost countless lives. Among mortals, they rally troops to incite rebellion, war, and other form of carnage, savoring mortals who slaughter each other. These giant beings usually stand around 13 feet tall;
Source: pathfinder-monster-core-2
Perception +24; greater-darkvision
Languages common, daemonic; telepathy 100 feet
Skills acrobatics +23, arcana +20, athletics +28, deception +22, intimidation +26, religion +20, stealth +23
Str
+8
Dex
+5
Con
+8
Int
+4
Wis
+4
Cha
+6
Items Falchion
AC 34
Fort +28
Ref +23
Will +20
+1 status to all saves vs. magic
HP 350
Weaknesses cold-iron 10, holy 10
Speed 35 feet
Offense
Melee Falchion (forceful, magical, sweep, unholy) +30, Damage 2d10+16 slashing plus 1d6 mental
Melee Claw (agile, magical, unarmed, unholy) +28, Damage 3d6+16 slashing plus 1d6 mental
Abilities
Greater Darkvision — A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
Telepathy 100 feet (aura, magical, mental) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
+1 Status to All Saves vs. Magic —
Blatant Liar — While all divs delight in lying, sepids are compulsive and predictable liars who always do the opposite of what they claim they'll do. If a sepid is ever forced or compelled to tell the truth, they take 4d8 mental damage.
Deflecting Lie —
Reactive Strike — A sepid gains an extra reaction each round that they can use only to make a Reactive Strike.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Rain of Debris (divine, unholy) — The sepid calls forth a hail of stone, wood, metal, and similar debris in a 40-foot emanation, dealing 10d6 bludgeoning plus 5d6 spirit{10d6 bludgeoning damage and 5d6 spirit damage}. Each creature in the area other than the sepid must attempt a DC 31 Reflex saving throw.
The sepid can't use Rain of Debris again for 1d4 rounds.
The sepid can't use Rain of Debris again for 1d4 rounds.
Divine Innate Spells DC 34, attack +26
4th Fly, Translocate (At Will)
3rd Paralyze, Veil of Privacy (at will; self only)
2nd Darkness (At Will), Dispel Magic, Translate (at will; self only)
Cantrips (4th) Detect Magic
WORKS WELL WITH
SniperLANDA ranged attacker can keep dealing damage from outside melee range while this fiend's extra Reactive Strike discourages anyone else from closing in.
WeaverLANDA caster stacking area debuffs compounds pressure once Rain of Debris has already spread damage across a clumped group.
FlankerLANDA mobile skirmisher can slip to a flank while this fiend's falchion sweep and double reaction keep the front line locked down.
PUNISHES
✖ melee reliance✖ clumping✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
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