Div, Sepid
Warlords among the divs, sepids spread fear, slaughter, and despair wherever they pass. They foster battles, incite rebellions, and seek heroes to slay, destroying all that which gives common people hope. With their falchions in hand, sepids often stand at the fore of the foul legions they raise.
Sepids delight in twisting the truth, but while all divs are liars, sepids make themselves predictable by always doing the opposite of what they claim, and wise opponents turn this knowledge to their own advantage.
Sepids stand 13 feet tall and weigh upward of 1,500 pounds.
- HP
- 202 (15d10+120)
- AC
- 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, -1 size)
- Speed
- 40 ft.
- Init
- +9
- Melee
- +1 falchion +23/+18/+13 (2d6+11/15-20) or2 claws +21 (1d6+7)
- BAB
- +15
- CMB
- +23
- CMD
- 38
- Fort
- +13
- Ref
- +16
- Will
- +15
- DR
- 10/cold iron and good
- SR
- 25
rain of debris
deflect rays
Cleave, Combat Reflexes, Deflect Arrows, Improved Critical (falchion), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (falchion)
Bluff +24, Fly +15, Intimidate +24, Knowledge (arcana) +19, Knowledge (planes) +22, Knowledge (religion) +15, Perception +22, Sense Motive +20, Spellcraft +22, Stealth +19, Use Magic Device +24
At will-comprehend languages, deeper darkness, greater teleport (self plus 50 lbs. of objects only), nondetection, speak with dead (DC 19)
3/day-blindness/deafness (DC 18), fly, ice storm, invisibility, mirror image, scorching ray, touch of idiocy, true strike
1/day-animate dead, baleful polymorph (DC 21), bestow curse (DC 20), break enchantment, create undead, disintegrate (DC 22), enervation, fireball (DC 19), hold monster (DC 21), summon (level 4, 1 ghawwas or 1 shira 40%), true seeing
- Type
- Outsider
- Alignment
- NE
- Size
- Large
- Environment
- any (Abaddon)
- Senses
- darkvision 60 ft., see in darkness; Perception +22
- Languages
- Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
- Source
- Bestiary 3
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