Sepid
Creature 14- 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
- Items
- falchion
Greater Darkvision
Telepathy 100 feet (aura, magical, mental)
- AC
- 34; Fort +28, Ref +23, Will +20; +1 status to all saves vs. magic
- HP
- 350; Weaknesses cold iron 10, holy 10
Blatant Liar While 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.
- Speed
- 35 feet
Melee ◆ falchion +30 (forceful, magical, sweep, unholy), Damage 2d10+16 slashing plus 1d6 mental
Melee ◆ claw +28 (agile, magical, unarmed, unholy), Damage 3d6+16 slashing plus 1d6 mental
Divine Innate Spells DC 34, attack +26; 7th paralyze, veil of privacy (at will, self only), dispel magic; 4th fly, translocate (at will), darkness (at will); 3rd translate (at will, self only); Cantrips (1st) detect magic
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 damage and 5d6 spirit damage. Each creature in the area other than the sepid must attempt a DC 31 basic Reflex saving throw.
The sepid can't use Rain of Debris again for 1d4 rounds.
Source: Pathfinder Monster Core 2