Seps
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)
- 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 (bite), Improved Initiative, Iron Will, Power Attack, Skill Focus (Stealth), Skill Focus (Stealth), Weapon Focus (bite)
<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>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> 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.</p>
<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>
<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>
<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
- 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
-
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.
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