Seps, Juvenile
Sepses are born live. A hatchling soon grows up to 7 feet long and weighs 10 pounds.
- HP
- 22 (3d10+6)
- AC
- 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
- Speed
- 20 ft.
- Init
- +5
- Melee
- bite +4 (1d6–1 plus poison)
- BAB
- +3
- CMB
- +2
- CMD
- 13 (can't be tripped)
- Fort
- +5
- Ref
- +4
- Will
- +2
- Racial Modifiers
- +4 Perception, +4 Stealth
acid blood (2d6, DC 13; see seps)
Poison — Bite—injury; save Fort DC 13; frequency 1/round for 10 rounds; effect 1d4 acid and 1d2 Con damage; cure 2 consecutive saves.
liquefaction (see seps)
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>
Perception +9, Stealth +10
- Type
- Magical Beast
- Alignment
- N
- Size
- Medium
- Senses
- darkvision 60 ft., low-light vision, scent; Perception +9
- Source
- Bestiary 4
Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.
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Uses feat: Improved Initiative (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
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Uses feat: Weapon Finesse (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
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