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SeraptisCreature 15


Medium​Demon​Fiend​Unholy​
Source Pathfinder Monster Core
Perception +25 (darkvision, truesight (precise) 60 feet)
Languages Chthonian, Draconic, Empyrean, Telepathy 100 Feet, Truespeech
Skills Acrobatics +30, Athletics +31, Deception +29, Religion +27, Stealth +28
Str +8, Dex +7, Con +6, Int +3, Wis +4, Cha +6

AC 37; Fort +27; Reflex +28; Will +25; +1 status to all saves vs. magic
HP 340 (blood healing)
Speed 40 feet (fly 40 feet)
Weaknesses Cold Iron 15, Holy 15

Wounding Scimitar One Action +32 (+27, +22) to hit (forceful, magical, sweep, unholy) 1d6 Bleed + 2d6+16 Slashing + 2d6 Mental
Claw One Action +31 (+27, +23) to hit (agile, magical, unarmed, unholy) 2d4+16 Slashing + 2d6 Mental
Caustic Blood One Action +30 (+25, +20) to hit (acid, magical, unholy) 7d6 Acid

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. MagicBlood Healing (aura, healing, vitality)

30 feet.

Whenever a humanoid within the aura takes bleed damage, the blood flows through the air to the seraptis's mouths and the seraptis heals by the same amount.

Recovery Vulnerability

When a creature within the seraptis's blood healing aura recovers from persistent damage, the seraptis takes 3d6 mental damage.

Bloody Dance Two Actions

The seraptis makes a Strike with up to four arms, each against a different target and using a claw or scimitar as appropriate. These attacks count toward the seraptis's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks. The seraptis can use Grab following this activity, separately attempting to Grapple each creature hit by a claw.

Gnawing Arms One Action (unholy)

Requirements The seraptis has at least one creature Grabbed or Restrained


Effect The seraptis's arm mouths gnaw on those creatures, dealing each of them (2d6+8) piercing damage with a DC 37 fortitude save. Creatures that fail the save also take 2d6 bleed2d6 persistent bleed damage.

Isolating Words One Action (curse, linguistic, mental)

The seraptis telepathically explains a plausible secret to a creature within 30 feet. That creature must succeed at a DC 37 will save or be mentally cut off from those around them for 1 minute (or permanently on a critical failure). The affected creature treats no one as an ally and any speech they hear is warped, encouraging conflict, and negating any linguistic ability from creatures that aren't unholy.

Regardless of the results of the saving throw, the creature is immune to Isolating Words for 24 hours.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Divine Innate Spells (DC 35, +27 to hit)

1st Level: Illusory Disguise (At Will)
4th Level: Translocate, Translocate (At Will)
5th Level: Truespeech (Constant), Wave of Despair
6th Level: Dominate, Phantasmal Calamity, Truesight (Constant)


Rituals

Demonic Pact


Four-armed seraptis demons are radical nihilists at heart, despising other creatures out of bitter entitlement and laughing hysterically when others die or suffer. They arise from souls that engaged in dedicated campaigns of misery, driving their victims toward despair and suicide. After their awakening as a seraptis, the hungry mouths carved into their arms devour others' suffering, bringing a lively hue to the demon's cold skin.

These demons seek to drag mortals down to their level, luring pawns into deepseated resentment. Feeding their targets an unending stream of half-truths and propaganda, they often drive these mortals to vent their rage into unforgivable deeds against innocents. Although thrilled by the misery their mortal pawns inflict, the demons' true comfort is to harvest the souls of those pawns as more of their kind.


When a sinful mortal soul is judged and sent on to the Outer Rifts, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold—the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Outer Rifts.

Demons are selfish and self-absorbed creatures, and most firmly believe that mortals only play at being more virtuous than fiends. They enjoy tempting mortals into damnation to both indulge their egos and swell their armies. Like many other fiends, one of the great rewards of this manipulation is fulfilling their hunger for souls. In their eyes, the primary use for these souls is to spawn new demons, who can serve as soldiers, slaves, pawns, or even currency for their more powerful masters.


Traits

Common

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.

Demon

A family of fiends, demons hail from or trace their origins to the Outer Rifts. Most are irredeemably unholy and have darkvision and weaknesses to cold iron and holy.

Fiend

Creatures 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.

Unholy

Effects 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.