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Seraptis

Creature 15 — demon, fiend, unholy

Four-armed seraptis demons are radical nihilists at heart, despising other creatures out of bitter entitlement and laughing hysterically when others die or suffer. They arise from souls that engaged in dedicated campaigns of misery, driving their victims toward despair and suicide. After their awakening as a seraptis, the hungry mouths carved into their arms devour others' suffering, bringing a lively hue to the demon's cold skin. These demons seek to drag mortals down to their level, luring pa

Source: pathfinder-monster-core

Perception +25
Skills acrobatics +30, athletics +31, deception +29, religion +27, stealth +28
Str
+8
Dex
+7
Con
+6
Int
+3
Wis
+4
Cha
+6
AC 37 Fort +27 Ref +28 Will +25
HP 340
Weaknesses cold-iron 15, holy 15
Speed 40 feet, fly 40 feet

Offense

Melee Wounding Scimitar +32, Damage 1d6 bleed plus 2d6+16 slashing plus 2d6 mental
Melee Claw +31, Damage 2d4+16 slashing plus 2d6 mental
Melee Caustic Blood +30, Damage 7d6 acid

Abilities

Telepathy 100 feet (aura, magical, mental) — Telepathy
+1 Status to All Saves vs. Magic
Blood Healing (aura, healing, vitality) — 30 feet. Whenever a humanoid within the aura takes bleed damage, the blood flows through the air to the seraptis's mouths and the seraptis heals by the same amount.
Recovery Vulnerability — When a creature within the seraptis's blood healing aura recovers from persistent damage, the seraptis takes 3d6 mental damage.
Bloody Dance — The seraptis makes a Strike with up to four arms, each against a different target and using a claw or scimitar as appropriate. These attacks count toward the seraptis's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks. The seraptis can use Grab following this activity, separately attempting to Grapple each creature hit by a claw.
Gnawing Arms (unholy) —
Isolating Words (curse, linguistic, mental) — The seraptis telepathically explains a plausible secret to a creature within 30 feet. That creature must succeed at a DC 37 Will save or be mentally cut off from those around them for 1 minute (or permanently on a critical failure). The affected creature treats no one as an ally and any speech they hear is warped, encouraging conflict, and negating any linguistic ability from creatures that aren't unholy. Regardless of the results of the saving throw, the creature is immune to Isolating Words for 24 hours.
Grab — Grab

Spells

Dominate (rank 6)
Phantasmal Calamity (rank 6)
Truesight (Constant) (rank 6)
Truespeech (Constant) (rank 5)
Wave of Despair (rank 5)
Translocate (rank 4)
Translocate (At Will) (rank 4)
Demonic Pact (rank 1)
Illusory Disguise (At Will) (rank 1)

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