Sepid
Twice the height of a human, this horned monstrous warrior wields a massive blade.
Sepid (CR 14)
Large Outsider (Div, Evil, Extraplanar)Alignment: Neutral Evil
Initiative: +9
Senses: Darkvision 60 feet, See in Darkness ; Perception +22
Speed: 40 feet
Space: 10 feet
Defense
Armor Class: 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, -1 size)Hit Points: 202 (15d10+120)
Saving Throws: Fort +13, Ref +16, Will +15
Damage Reduction: 10/cold iron and good
Immunity: fire, poison
Energy Resistance: acid 10, electricity 10
Spell Resistance: 25
Offense
Melee: +1 falchion +23/+18/+13 (2d6+11/15-20) or 2 claws +21 (1d6+7)Reach: 10 feet
Special Attacks: rain of debris
Spell-Like Abilities (CL 15th; Concentration +21):
- At Will- Comprehend Languages, Deeper Darkness, Teleport, Greater (self plus 50 lbs. of objects only), Nondetection, Speak with Dead (DC 19)
- 3/day- Blindness/Deafness (DC 18), Fly, Ice Storm, Invisibility, Mirror Image, Scorching Ray, Touch of Idiocy, True Strike
- 1/day- Animate 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 | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
25 (+7) | 20 (+5) | 27 (+8) | 19 (+4) | 19 (+4) | 22 (+6) |
CMB +23
CMD 38
Feats: Cleave, Combat Reflexes, Deflect Arrows, Improved Critical (Falchion), Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (Falchion)
Skills: Bluff +24, Fly +15, Intimidate +24, Knowledge (arcana) +19, 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.
Special Qualities: 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 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, GehennaOrganization: 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.