Library / Bestiary

Seps

CR 11.00 Magical Beast N Huge HD 14
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.

HP
147 (14d10+70)
AC
26, touch 10, flat-footed 24 (+2 Dex, +16 natural, –2 size)
Init
+6
Speed
30 ft.
Fort
+14
Ref
+11
Will
+6
BAB
+14
CMB
+26
CMD
38 (can't be tripped)
Melee
bite +23 (3d8+15/19–20 plus poison)
Space
15 ft.
Reach
15 ft.
Defensive Abilities
acid blood
Racial Modifiers
+4 Perception, +4 Stealth
str
30
+10
dex
14
+2
con
21
+5
int
2
-4
wis
11
+0
cha
11
+0

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).

Universal Monster Rules

Poison (bite) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Special Abilities

Acid Blood from text
Liquefaction from text
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).

Feats, Traits & Items

Improved Critical (bite) from Feat

When using the weapon you selected, your threat range is doubled.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Power Attack from Feat

You can choose to take a –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 (–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 –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.

Skill Focus (Stealth) from Feat

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.

Calculated: +3 Skill Bonus
Skill Focus (Stealth) from Feat

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.

Calculated: +3 Skill Bonus
Weapon Focus (bite) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

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
Source

Bestiary 4

Attribution

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.

Sources Used in This Record
7 House/Core
View references and cross-links for Seps

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