Seraptis

Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core.

The Seraptis is a Level 15 creature, with Armor Class 37 and 340 hit points. A four-armed demon that carves through multiple foes at once with scimitars and razor-sharp claws.

Seraptis, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

Hit Points: 340 (blood healing) Saving Throws: +1 status to all saves vs. magic Telepathy 100 feet (aura, magical, mental). A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would. +1 Status to All Saves vs. Magic Blood Healing (aura, healing, vitality). 30 feet. Whenever a humanoid within the aura takes bleed damage, the blood flows through the air to the seraptis's mouths and the seraptis heals by the same amount. Recovery Vulnerability. When a creature within the seraptis's blood healing aura recovers from persistent damage, the seraptis takes 3d6 mental damage. Bloody Dance (2 actions). The seraptis makes a Strike with up to four arms, each against a different target and using a claw or scimitar as appropriate. These attacks count toward the seraptis's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks. The seraptis can use Grab following this activity, separately attempting to Grapple each creature hit by a claw. Gnawing Arms (1 action) (unholy). Requirements The seraptis has at least one creature Grabbed or Restrained. Effect The seraptis's arm mouths gnaw on those creatures, dealing each of them 2d6+8 piercing damage with a DC 37 basic Fortitude save. Creatures that fail the save also take 2d6 persistent bleed damage. Isolating Words (1 action) (curse, linguistic, mental). The seraptis telepathically explains a plausible secret to a creature within 30 feet. That creature must succeed at a DC 37 Will save or be mentally cut off from those around them for 1 minute (or permanently on a critical failure). The affected creature treats no one as an ally and any speech they hear is warped, encouraging conflict, and negating any linguistic ability from creatures that aren't unholy. Regardless of the results of the saving throw, the creature is immune to Isolating Words for 24 hours. Grab (1 action). Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained. Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Common Questions

How much HP does a Seraptis have?

340 hit points.

What level is a Seraptis?

Level 15.

What is a Seraptis's Armor Class?

AC 37.

How fast can a Seraptis move?

Speed 40 ft., fly 40 ft.

Use Seraptis at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Seraptis into a ZapGM campaign and customize it further.

License

This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein.

Game mechanics on this page are based on Pathfinder Monster Core © 2024 Paizo Inc. Full attribution is on zapgm.com/legal.

The game mechanics ZapGM publishes from these books remain ORC Licensed Material: you may reuse them under the ORC License.

The creature description and artwork are ZapGM Reserved Material.

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