Seraptis

Creature 15
  • Medium
  • demon
  • fiend
  • unholy
Perception
+25; darkvision, truesight 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
Items
scimitar (2)

Telepathy 100 feet (aura, magical, mental)

AC
37; Fort +27, Ref +28, Will +25; +1 status to all saves vs. magic
HP
340, blood healing; Weaknesses cold iron 15, holy 15

Blood 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.

Speed
40 feet, fly 40 feet

Melee ◆ wounding scimitar +32 (forceful, magical, sweep, unholy), Damage 2d6+16 slashing plus 2d6 mental

Melee ◆ claw +31 (agile, magical, unarmed, unholy), Damage 2d4+16 slashing plus 2d6 mental plus Grab

Melee ◆ caustic blood +30 (acid, magical, unholy), Damage 7d6 acid

Divine Innate Spells DC 35, attack +27; 8th dominate; 6th phantasmal calamity, wave of despair; 5th translocate; 4th translocate (at will); 3rd illusory disguise (at will); Constant (8th) truesight, truespeech

Bloody Dance ◆◆ 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 ◆ (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 basic Fortitude save. Creatures that fail the save also take 2d6 persistent bleed damage.

Isolating Words ◆ (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 ◆

Source: Pathfinder Monster Core

Running this fight? Add the seraptis to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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