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.
