SepidCreature 14
Source Pathfinder Monster Core 2
Perception +24 (greater darkvision)
Languages Common, Daemonic, Telepathy 100 Feet
Skills Acrobatics +23, Arcana +20, Athletics +28, Deception +22, Intimidation +26, Religion +20, Stealth +23
Str +8, Dex +5, Con +8, Int +4, Wis +4, Cha +6
AC 34; Fort +28; Reflex +23; Will +20; +1 status to all saves vs. magic
HP 350
Speed 35 feet
Weaknesses Cold Iron 10, Holy 10
Falchion
+30 (+25, +20) to hit (forceful, magical, sweep, unholy) 2d10+16 Slashing + 1d6 MentalClaw
+28 (+24, +20) to hit (agile, magical, unarmed, unholy) 3d6+16 Slashing + 1d6 MentalGreater Darkvision
A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
Telepathy 100 feet (aura, magical, mental)A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
+1 Status to All Saves vs. MagicBlatant LiarWhile all divs delight in lying, sepids are compulsive and predictable liars who always do the opposite of what they claim they'll do. If a sepid is ever forced or compelled to tell the truth, they take 4d8 mental damage.
Deflecting Lie
Trigger A creature hits the sepid with a ranged Strike or a ranged spell attack roll
Effect The sepid lies in an attempt to divert the attack. They roll a deception check against the triggering creature's Perception DC. On a success, if the triggering attack roll was a success, it becomes a failure, and if the triggering attack roll was a critical hit, it becomes a normal success.
Reactive Strike
A sepid gains an extra reaction each round that they can use only to make a Reactive Strike.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Rain of Debris
(divine, unholy)The sepid calls forth a hail of stone, wood, metal, and similar debris in a 40-foot emanation, dealing 10d6[bludgeoning],5d6 spirit10d6 bludgeoning damage and 5d6 spirit damage. Each creature in the area other than the sepid must attempt a DC 31 reflex saving throw.
The sepid can't use Rain of Debris again for 1d4 rounds.
Divine Innate Spells (DC 34, +26 to hit)
Cantrips (7th Level): Detect Magic
2nd Level: Darkness (At Will), Dispel Magic, Translate (at will; self only)
3rd Level: Paralyze, Veil of Privacy (at will; self only)
4th Level: Fly, Translocate (At Will)
Rituals
Div Pact, Create Undead (no secondary caster required)
Sepids are the brutal warlords of the divs, delighting in violence against mortals and their own particular flavor of vengeance. Inveterate liars, sepids can't help but spout the most outrageous lies, and their form and nature represent the power of falsehoods to snowball into violence that can cost countless lives. Among mortals, they rally troops to incite rebellion, war, and other form of carnage, savoring mortals who slaughter each other. These giant beings usually stand around 13 feet tall; they wade through battlefields seeking out heroes and generals, rejoicing maniacally as they cut their foes down.
Some fiends want to tear down the multiverse; others dedicate themselves to creating chaos and carnage, or to rule over realms with an iron fist. Divs strive toward a different, if equally reprehensible, goal-they seek to thwart and ruin the schemes and works of mortal beings.
Long ago, divs were once genies bound to serve ancient mortal empires lost to the passage of eons. In the beginning, these genies were masters of creation, working alongside gracious mortal partners to create works of subtle design and powerful magical potential. What started as a collaboration with mortals soon morphed into abuse, disrespect, and even slavery and bondage. Eventually, these genies rebelled, but in doing so, they came under the sway of a nihilistic demigod known as Ahriman. Their new master twisted their form and granted them the power to avenge themselves upon their mortal overlords, leading to the birth of the first divs.
Since that first wave of corruption, new divs arise from the spirits of the most wicked and hateful genies who die on the Material Plane, or those truly betrayed by mortals and overcome through their desire for vengeance. Upon such a death, instead of returning to the Elemental Planes, these genies' spirits are trapped in the dread orbit of Abaddon, where Ahriman reshapes them as divs and hoists them back to the world to wreak vengeance upon mortals.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DivDivs are a family of fiends spawned from the spirits of evil genies within the desolation of Abaddon. Most divs are neutral evil. They typically have greater darkvision and weakness to cold iron and good damage.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.