Sepids are the warlords of the divs, leading the lesser
breeds into battle against both genies and the mortals whose oblivion they
crave. In addition to being physically powerful, sepids’ array of spell-like
abilities is dizzying. They can
also deflect magical rays, making them good mage hunters, and they can
literally rain down destruction on opponents.
Sepids’ congenital flaw is that they are also pathological
liars cursed (at least in their dealings with mortals; I’m guessing while
leading their own troops they have more flexibility) with always saying the
opposite of the truth and doing the opposite of what they’ve promised. They’re ordinarily too intelligent (19)
and wise (19) to let this fact trip them up, but in the right setting PCs might
be able to turn this tic against them.
A sepid leads an attack on the minaret-studded city
of Pesharv. While his aghash
soldiers content themselves with destruction and looting—hating beautiful
mortals and their works, they take particular pleasure in molesting and
scarring attractive citizens and putting the torch to sumptuous homes—the sepid
works to eliminate influential members of the city’s suli minority, hoping to
crush the spirits of the genie-blooded populace before rounding them up for
deportation and slavery.
Born of the soul of a shaitan, a sepid still gravitates toward creatures of earth as siege
breakers. Currently it has a trio
of blue dragons in its employ—the sepid has promised to help them take care of
a society of troublesome wizards.
Adventurers might ally with the wizards against the sepid by manning
their towers’ defenses. They might
also find a way to use the sepid’s own inability to tell the truth to sow
discord among his lawful dragon confederates.
Two sepids guard a passage in the pyramid of the
Never Pharaoh. Bound to repeat a
Knight and Knave riddle, one of them has been ensorcelled to always speak the
truth—a stricture so against its nature it causes both spiritual and physical
pain (they being largely one and the same thing for an outsider). If the party cannot answer the riddle
both sepids attack, but if the party does successfully pass the test, the
truth-telling sepid will hunt them later—after having sewed its own mouth shut.
—Pathfinder Bestiary 3
89
Edit: This post is a
revision because I was slammed schedule-wise. The original post contained no intro and only the first and
third adventure seeds.
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