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PFS StandardSepid

Sepids are the brutal warlords of the divs, delighting in violence against mortals and their own particular flavor of vengeance. Inveterate liars, sepids can't help but spout the most outrageous lies, and their form and nature represent the power of falsehoods to snowball into violence that can cost countless lives. Among mortals, they rally troops to incite rebellion, war, and other forms of carnage, savoring mortals who slaughter each other. These giant beings usually stand around 13 feet tall; they wade through battlefields seeking out heroes and generals, rejoicing maniacally as they cut their foes down.

Recall Knowledge - Fiend (Religion): DC 32
Unspecific Lore: DC 30
Specific Lore: DC 27

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite SepidCreature 15

Legacy Content

LE Large Div Fiend 
Source Bestiary 3 pg. 71
Perception +26; greater darkvision
Languages Common, Daemonic; telepathy 100 feet
Skills Acrobatics +25, Arcana +22, Athletics +30, Deception +24, Intimidation +28, Religion +22, Stealth +25
Str +8, Dex +5, Con +8, Int +4, Wis +4, Cha +6
Items +2 striking falchion
AC 36; Fort +30, Ref +25, Will +22; +1 status to all saves vs. magic
HP 370; Weaknesses cold iron 10, good 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.Attack of Opportunity [reaction] A sepid gains an extra reaction each round that they can use only to make an Attack of Opportunity.Deflecting Lie [reaction] 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.
Speed 35 feet
Melee [one-action] falchion +32 [+27/+22] (evil, forceful, magical, sweep), Damage 2d10+2+16 slashing plus 1d6 evil and 1d6 mentalMelee [one-action] claw +30 [+26/+22] (agile, evil, magical), Damage 3d8+2+16 slashing plus 1d6 evil and 1d6 mentalDivine Innate Spells DC 36 (+4 dmg); 7th dispel magic, misdirection (at will; self only), nondetection (at will; self only), paralyze; 4th darkness (at will), dimension door (at will), fly; 3rd comprehend language (at will; self only); Cantrips (7th) detect magic
Rituals DC 36 (+4 dmg); 2nd create undead (no secondary caster required); 1st div pact
Rain of Debris [two-actions] (divine, evil, evocation) The sepid calls forth a hail of stone, wood, metal, and similar debris in a 40-foot emanation, dealing 10d6 bludgeoning damage and 5d6 evil damage. Each creature in the area other than the sepid must attempt a basic DC 33 Reflex saving throw. The sepid can't use Rain of Debris again for 1d4 rounds.

Sidebar - Additional Lore Sepid Deceptions

Given that sepids always do the opposite of what they say they will, it might seem difficult for these divs to deceive anyone, which is far from the truth. Often, sepids avoid making statements about their own intentions and instead give orders or speak in analogies, riddles, and anecdotes, allowing those they manipulate to parse out their rationales with clever forms of deception.

All Monsters in "Div"

NameLevel
Aghash4
Doru1
Pairaka7
Sepid14

Div

Source Bestiary 3 pg. 68
Some fiends want to tear down the multiverse; others dedicate themselves to creating chaos and carnage, or to rule over realms with an iron fist. Divs strive toward a different, if equally reprehensible, goal—they seek to thwart and ruin the schemes and works of mortal beings.

Long ago, divs were once genies bound to serve ancient mortal empires lost to the passage of eons. In the beginning, these genies were masters of creation, working alongside gracious mortal partners to create works of subtle design and powerful magical potential. What started as a collaboration with mortals soon morphed into abuse, disrespect, and even slavery and bondage. Eventually, these genies rebelled, but in doing so, they came under the sway of a nihilistic demigod known as Ahriman. Their new master twisted their form and granted them the power to avenge themselves upon their mortal overlords, leading to the birth of the first divs.

Since that first wave of corruption, new divs arise from the spirits of the most wicked and hateful genies who die on the Material Plane, or those truly betrayed by mortals and overcome through their desire for vengeance. Upon such a death, instead of returning to the Elemental Planes, these genies' spirits are trapped in the dread orbit of Abaddon, where Ahriman reshapes them as divs and hoists them back to the world to wreak vengeance upon mortals.

Sidebar - Advice and Rules Lord of the Divs

The dread shadow known as Ahriman counts servants mainly among divs as well as a scattering of followers throughout the mortal realm.

Sidebar - Related Creatures Other Divs

The divs on these pages present only a few of the forms that Ahriman gave these manipulative fiends. Other types of divs include ghawwas, amphibious divs who prey on sailors; the lion-headed shiras, who obsess over toying with their prey and can never go for the easy kill; and the stinking fly-like druj nasus, who have an obsession with dogs.