Library / Bestiary

Seps

CR 11.00 Magical Beast N Huge
This giant armored snake has large fangs, dripping with venom that hisses when it spatters on the ground.

A seps is an exotic snake-like creature whose powerful jaws contain acidic venom so potent that it quickly dissolves prey into liquid.

An adult seps is 30 feet long and weighs 1,500 pounds.

STR
30
DEX
14
CON
21
INT
2
WIS
11
CHA
11
HP
147 (14d10+70)
AC
26, touch 10, flat-footed 24 (+2 Dex, +16 natural, –2 size)
Speed
30 ft.
Init
+6
Melee
bite +23 (3d8+15/19–20 plus poison)
Space
15 ft.
Reach
15 ft.
BAB
+14
CMB
+26
CMD
38 (can't be tripped)
Fort
+14
Ref
+11
Will
+6
Defensive Abilities
acid blood
Racial Modifiers
+4 Perception, +4 Stealth

Poison — Bite—injury; save Fort DC 22; frequency 1/round for 10 rounds; effect 1d8 acid damage and 1d4 Con drain; cure 2 consecutive saves.

Liquefaction — Any creature killed by seps poison dissolves into an acidic liquid that deals 2d6 points of acid damage per round to anything in its square (including the dead creature's equipment).

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>

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>

Skill Focus from Feat

<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>

Skill Focus from Feat

<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</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>

Perception +17, Stealth +11

Details
Type
Magical Beast
Alignment
N
Size
Huge
Environment
temperate or warm deserts or forests
Organization
solitary or nest (2–5)
Treasure
incidental (acid-proof items)
Senses
darkvision 60 ft., low-light vision, scent; Perception +17
Source
Bestiary 4
Sources Used in This Record
7 House/Core
  • 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: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Skill Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Skill Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Focus (Feat)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.