Sepid
CR: 14 XP: 38,400
NE Large outsider (div, evil, extraplanar)
Init: +9 Senses: darkvision 60 ft., see in darkness Perception: +22
Defense
AC: 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, –1 size)
hp: 202 (15d10+120)
Fort: +13 Ref: +16 Will: +15
DR: 10/cold iron and good
Resist: acid 10, electricity 10
Immune: fire, poison
SR: 25
Offense
Speed: 40 ft.
Melee: +1 falchion +23/+18/+13 (2d6+11/15–20) or 2 claws +21 (1d6+7)
Space: 10 ft. Reach: 10 ft.
Special Attacks: rain of debris
Spell-Like Abilities: (CL 15th; concentration +21) 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
Statistics
Str: 25 Dex: 20 Con: 27 Int: 19 Wis: 19 Cha: 22
Base Atk: +15 CMB: +23 CMD: 38
Feats: Cleave, Combat Reflexes, Deflect Arrows, Improved Critical (falchion), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (falchion)
Skills: Bluff +24, Fly +15, Intimidate +24, Knowledge (arcana) +22, Knowledge (planes) +22, Knowledge (religion) +15, Perception +22, Sense Motive +20, Spellcraft +22, Stealth +19, Use Magic Device +24
SQ: deflect rays
Languages: Abyssal, Celestial, Common, Draconic, Infernal telepathy 100 ft.
Ecology
Environment: any (Abaddon)
Organization: solitary
Treasure: standard (+1 falchion, other treasure)
Description
Deflect Rays (Su) Once per round as an immediate action, a sepid can use its Deflect Arrows feat to deflect a ray or a spell that uses a ranged touch attack.
Rain of Debris (Su) Three times per day as a standard action, a sepid can call forth a hail of stones, wood, metal, and similar debris. The debris rains down and pelts all creatures in a 10-foot-high, 40-foot-radius cylinder centered on the sepid, dealing 15d6 points of bludgeoning damage (Reflex DC 25 for half). This attack does not harm the sepid, and counts as an evil attack for the purpose of damage reduction. The save DC is Constitution-based.
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.
Div, Pairaka–Div, Sepid Div, Pairaka–Div, Sepid Div, Shira Moving with deadly grace, this brutal, thickly furred humanoid figure’s head is that of a lioness with dead black eyes.
