Juvenile Seps

CR: 2 XP: 600


N Medium magical beast


Init: +5 Senses: darkvision 60 ft., low-light vision, scent Perception: +9


Defense

AC: 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)


hp: 22 (3d10+6)


Fort: +5 Ref: +4 Will: +2


Offense

Speed: 20 ft.


Melee: bite +4 (1d6–1 plus poison)


Special Attacks: acid blood (2d6, DC 13; see seps), poison


Statistics

Str: 8 Dex: 13 Con: 14 Int: 1 Wis: 13 Cha: 6


Base Atk: +3 CMB: +2 CMD: 13 (can’t be tripped)


Feats: Improved Initiative, Weapon Finesse


Skills: Perception +9, Stealth +10, Racial Modifiers +4 Perception, +4 Stealth


SQ: liquefaction (see seps)


Ecology

Description

Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 10 rounds; effect 1d4 acid and 1d2 Con damage; cure 2 consecutive saves.

Sepses are born live. A hatchling soon grows up to 7 feet long and weighs 10 pounds.

Selkie–Seps Shadow Creature A tentacled horror that seems to shift in and out of the shadows, this bizarre beast is an amalgamation of darkness and menace.

Source: Pathfinder Roleplaying Game Bestiary 4