Seraptis

Level 15 / Medium / demon

Level15
Armor Class37
Hit Points340
Perception+25
Speed40 feet, Fly 40 feet
STR+8modifier
DEX+7modifier
CON+6modifier
INT+3modifier
WIS+4modifier
CHA+6modifier
Saving Throws

Fortitude +27, Reflex +28, Will +25

Skills

Acrobatics +30, Athletics +31, Deception +29, Religion +27, Stealth +28

Senses

Darkvision, Truesight 60 feet Precise

Languages

Chthonian, Draconic, Empyrean

Weaknesses

Cold Iron 15, Holy 15

Actions & Abilities

Wounding Scimitar

Attack +32

Damage: 1d6 Bleed, 2d6+16 Slashing, 2d6 Mental

Claw

Attack +31

Damage: 2d4+16 Slashing, 2d6 Mental

Caustic Blood

Attack +30

Damage: 7d6 Acid

Telepathy 100 feet

Passive

+1 Status to All Saves vs. Magic

Passive

Blood Healing

Passive

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

Passive

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 each creature hit by a claw.

Gnawing Arms

1 action

Requirements The seraptis has at least one creature or

Effect The seraptis's arm mouths gnaw on those creatures, dealing each of them (2d6+8)[piercing] damage with a save. Creatures that fail the save also take 2d6[bleed]{2d6 persistent bleed damage}.

Isolating Words

1 action

The seraptis telepathically explains a plausible secret to a creature within 30 feet. That creature must succeed at a 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

Spellcasting

Divine Innate

DC 35

Creature Abilities

Blood Healing. 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. 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 each creature hit by a claw.

Gnawing Arms. Requirements The seraptis has at least one creature or

Effect The seraptis's arm mouths gnaw on those creatures, dealing each of them (2d6+8)[piercing] damage with a save. Creatures that fail the save also take 2d6[bleed]{2d6 persistent bleed damage}.

Isolating Words. The seraptis telepathically explains a plausible secret to a creature within 30 feet. That creature must succeed at a 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.

Source, license, and attribution

Source: Pathfinder Monster Core (remaster-core-2026-08-10)

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. All warranties are disclaimed as set forth therein. Attribution: Pathfinder Monster Core (c) 2024, Paizo Inc.; Authors: Alexander Augunas, Dennis Baker, Kate Baker, Joshua Birdsong, Joseph Blomquist, Logan Bonner, Jason Bulmahn, James Case, John Compton, Paris Crenshaw, Adam Daigle, Darrin Drader, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Eleanor Ferron, Leo Glass, Matthew Goodall, BJ Hensley, Thurston Hillman, Vanessa Hoskins, James Jacobs, Jenny Jarzabski, Miko Kallio, Jason Keeley, Jeff Lee, Lyz Liddell, Luis Loza, Ron Lundeen, Robert G. McCreary, Philippe-Antoine Menard, Jacob W. Michaels, Dave Nelson, Jason Nelson, Tim Nightengale, Stephen Radney-MacFarland, Mikhail Rekun, Patrick Renie, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Amber Stewart, Jeffrey Swank, William Thompson, Jason Tondro, Clark Valentine, Landon Winkler, Tonya Woldridge, and Linda Zayas-Palmer. Adaptation: Myth Meister PF2e Remaster Compendium, 2026. If you use this Adapted Licensed Material, please credit Myth Meister. The normalized rules records and rules-reference text in the Myth Meister PF2e Remaster Compendium are Adapted Licensed Material offered under the ORC License. Reserved Material in this product includes the Myth Meister name and logos, application source code, visual design and trade dress, and original campaign content. Pathfinder, Paizo, product logos, artwork, maps, trade dress, setting lore, characters, deities, locations, organizations, events, plots, and other Paizo Reserved Material are not included. Myth Meister is not affiliated with or endorsed by Paizo Inc. Expressly Designated Licensed Material: None.

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