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There is a Legacy version here.

Sepid

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 fabrications, 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 uprisings, rebellion, war, and other forms of carnage, savoring the bloodbaths when mere mortals slaughter each other. These giant beings usually stand around 13 feet tall; they wade through battlefields seeking out heroes and generals, rejoicing devilishly 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 Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak SepidCreature 13

Large Div Fiend Unholy 
Source Monster Core 2 pg. 113
Perception +22; greater darkvision
Languages Common, Daemonic; telepathy 100 feet
Skills Acrobatics +21, Arcana +18, Athletics +26, Deception +21, Intimidation +24, Religion +18, Stealth +21
Str +8, Dex +5, Con +8, Int +4, Wis +4, Cha +6
Items +2 striking falchion
AC 32; Fort +26, Ref +21, Will +18; +1 status to all saves vs. magic
HP 330; Weaknesses cold iron 10, holy 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.Deflecting Lie [reaction] Trigger A creature hits the sepid with a ranged Strike or a ranged spell attack; 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.Reactive Strike [reaction] A sepid gains an extra reaction each round that they can use only to make a Reactive Strike.
Speed 35 feet
Melee [one-action] falchion +28 [+23/+18] (forceful, magical, sweep, unholy), Damage 2d10-2+16 slashing plus 1d6 mentalMelee [one-action] claw +26 [+22/+18] (agile, magical, unholy), Damage 3d6-2+16 slashing plus 1d6 mentalDivine Innate Spells DC 32 (-4 dmg); 7th dispel magic, paralyze, veil of privacy (at will; self only); 4th darkness (at will), fly, translocate (at will); 3rd translate (at will; self only); Cantrips (7th) detect magic
Rituals DC 32 (-4 dmg); 2nd create undead (no secondary caster required); 1st div pact
Rain of Debris [two-actions] (divine, unholy) The sepid calls forth a vicious, torrential hail of stone, wood, metal, and similar debris in a 40-foot emanation, dealing 10d6 bludgeoning damage and 5d6 spirit damage. Each creature in the area other than the sepid must attempt a DC 29 basic 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 Monster Core 2 pg. 110
Some fiends want to tear down the multiverse; others dedicate themselves to creating chaos and carnage or ruling 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 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 objects of subtle design and powerful magical potential. What started as a collaboration with mortals soon morphed into abuse, disrespect, and even subjugation. 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 within the mortal Universe or those truly betrayed by mortals and overcome by a desire for vengeance. Upon such a death, instead of returning to the Elemental Planes, the spirits of these genies are trapped in the dread orbit of Abaddon, where Ahriman reshapes them into divs and foists them back upon the world to unleash their rage against mortals.

Sidebar - Advice and Rules Lord of the Divs

The dread shadow known as Ahriman counts his servants mainly among divs.

Sidebar - Treasure and Rewards 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 lionheaded shiras, who obsess over toying with their prey and can never go for the easy kill; and the stinking fly-like druj nasus, who are obsessed with dogs.

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