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    Demon, Seraptis

    This demonic woman’s flesh is pale and clammy, as if her body had been drained of blood via the numerous deep, raw slashes upon her four arms. As she moves, these gashes open like mouths, displaying row upon row of razor-sharp teeth.

    Seraptis Demon
    CR 15

    XP 51,200
    CE Medium outsider (chaotic, demon, evil, extraplanar)
    Init +10; Senses darkvision 60 ft., deathwatch, true seeing; Perception +30
    Aura gaze of despair (30 ft., DC 22), unholy aura (DC 23)

    DEFENSE

    AC 30, touch 20, flat-footed 24 (+4 deflection, +6 Dex, +10 natural)
    hp 217 (15d10+135)
    Fort +18, Ref +11, Will +13
    Defensive Abilities bloodless; DR 10/cold iron and good; Immune bleed, electricity, poison; Resist acid 10, cold 10, fire 10; SR 26

    OFFENSE

    Speed 50 ft.
    Melee +1 wounding scimitar +22/+17/+12 (1d6+7/15–20), 3 claws +19 (1d6+3 plus grab), gore +19 (2d6+3)
    Special Attacks compelling domination, ravenous embrace
    Spell-Like Abilities (CL 15th; concentration +20)

    Constantdeathwatch, true seeing, unholy aura (DC 23)
    At willcrushing despair (DC 18), dispel magic, greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 20)
    3/dayconfusion (DC 19), demand (DC 23), dominate person (DC 19), fly
    1/daysymbol of insanity (DC 23), summon (level 5, 1 seraptis 20% or 1 glabrezu 40%)

    STATISTICS

    Str 22, Dex 23, Con 28, Int 16, Wis 19, Cha 21
    Base Atk +15; CMB +21 (+25 grapple); CMD 41
    Feats Bleeding Critical, Combat Reflexes, Critical Focus, Improved Critical (scimitar), Improved Initiative, Multiattack, Power Attack, Vital Strike
    Skills Acrobatics +24 (+32 jump), Bluff +23, Fly +24, Intimidate +23, Knowledge (planes) +21, Knowledge (religion) +21, Perception +30, Sense Motive +22, Stealth +24; Racial Modifiers +8 Perception
    Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

    SPECIAL ABILITIES

    Bloodless (Ex)

    A seraptis’s body is not completely bloodless, but what blood its body does contain is typically blood taken from its previous victims—the blood that flows through the demon’s atrophied veins does nothing to give it life. Its wounds do not bleed, and it is immune to bleed effects and to attacks that utilize blood drain to function. Sneak attacks, critical hits, and similar attacks function normally on a seraptis, although if such effects would normally cause bleed damage, those additional effects do not work.

    Compelling Domination (Su)

    When a seraptis uses dominate person (as a spell or spell-like ability), its victims do not actively resist the control and do not gain a new saving throw when ordered to take actions against their nature unless those actions are obviously self-destructive, in which case the victim does get a new saving throw with a +2 bonus to escape the effects of the domination.

    Gaze of Despair (Su)

    A seraptis’s gaze fills the minds of those within 30 feet with overwhelming and soul-crushing despair. Anyone who fails a DC 22 Will save upon being exposed to a seraptis’s gaze immediately takes 1d6 points of Charisma drain and is staggered for 1d6 rounds. If the Charisma drain would normally reduce a creature’s Charisma to 0, that creature instead succumbs to overwhelming suicidal urges and attempts to end its life by the most convenient method at hand, subject to GM discretion. (In most cases, this effect causes a creature to make a coup de grace attempt on itself, but if a more dramatic method of self-destruction is available, the creature takes that action.) Once a creature reaches this suicidal state of despair, it remains in that state until its Charisma score is restored to its normal maximum—if methods of restoring lost Charisma are not available, the suicidal victim must be restrained at all times to prevent attempts to kill itself. This is a mind-affecting effect. The save DC is Charisma-based.

    Grab (Ex)

    A seraptis gains a cumulative +4 bonus on grapple attempts for each successive claw attack that hits in a single round, provided the claw attacks all hit the same target. If she grabs a foe, she can use her ravenous embrace.

    Ravenous Embrace (Su)

    Once per round, a creature grappling or grappled by a seraptis can be attacked by the ravenous, toothed wounds that decorate a seraptis’s arms. These teeth bite and chew, inflicting an automatic 4d6+12 points of damage each round—in addition, the wounds caused by the ravenous embrace cause 2d6 bleed and 1d4 points of Strength drain as the seraptis drinks away the victim’s blood and other vital fluids. As long as the seraptis is within 30 feet of a foe suffering bleed damage from her ravenous embrace, the blood that flows from the victim writhes through the air into the seraptis’s arm maws, healing the seraptis by an amount equal to the amount caused by that round’s bleed effect.