Library / Bestiary

Div, Sepid

CR 14.00 Outsider NE Large
Twice the height of a human, this horned monstrous warrior wields a massive blade.

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.

STR
25
DEX
20
CON
27
INT
19
WIS
19
CHA
22
HP
202 (15d10+120)
AC
32, touch 14, flat-footed 27 (+5 Dex, +18 natural, -1 size)
Speed
40 ft.
Init
+9
Melee
+1 falchion +23/+18/+13 (2d6+11/15-20) or2 claws +21 (1d6+7)
Space
10 ft.
Reach
10 ft.
BAB
+15
CMB
+23
CMD
38
Fort
+13
Ref
+16
Will
+15
DR
10/cold iron and good
SR
25

Weapons: Martial, Simple

Rain of Debris — 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.

Deflect Rays — 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.

Cleave from Feat

<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a &ndash;2 penalty to your Armor Class until your next turn.</p>

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

Deflect Arrows from Feat

<p class="stat-block-1"> You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.</p>

Improved Critical from Feat

<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (&ndash;50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by &ndash;1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>

Weapon Focus from Feat

<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>

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

spell-like abilities:
At will—Comprehend Languages, At will—Deeper Darkness, At will—Teleport, Greater, At will—Nondetection, At will—Speak With Dead, 3/day—Blindness/Deafness, 3/day—Fly, 3/day—Ice Storm, 3/day—Invisibility, 3/day—Mirror Image, 3/day—Scorching Ray, 3/day—Touch Of Idiocy, 3/day—True Strike, 1/day—Animate Dead, 1/day—Baleful Polymorph, 1/day—Bestow Curse, 1/day—Break Enchantment, 1/day—Create Undead, 1/day—Disintegrate, 1/day—Enervation, 1/day—Fireball, 1/day—Hold Monster, 1/day—True Seeing
Details
Type
Outsider
Alignment
NE
Size
Large
Environment
any (Abaddon)
Organization
solitary
Treasure
standard (+1 falchion, other treasure)
Senses
darkvision 60 ft., see in darkness; Perception +22
Languages
Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Source
Bestiary 3
Sources Used in This Record
32 House/Core
  • Uses feat: Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Deflect Arrows (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Comprehend Languages (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Deeper Darkness (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Teleport, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Nondetection (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Speak With Dead (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Blindness/Deafness (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fly (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Ice Storm (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Invisibility (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Mirror Image (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Scorching Ray (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Touch Of Idiocy (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: True Strike (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Animate Dead (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Baleful Polymorph (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Bestow Curse (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Break Enchantment (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Create Undead (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Disintegrate (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Enervation (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fireball (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Hold Monster (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: True Seeing (Spell)
    House/Core — covered by the site's Section 15.
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