Actions/Abilities/Traits: Pathfinder 1e
Special
Acid Blood (Ex)
A metal, wooden, or natural weapon that deals piercing or slashing damage to a seps takes 4d6 points of acid damage unless the weapon's wielder succeeds at a DC 22 Reflex save at the listed DC. The DC is Constitution-based.
Special
Liquefaction (Su)
Any creature killed by seps poison dissolves into an acidic liquid that deals 2d6 points of acid damage per round to anything in its square (including the dead creature's equipment).
Special
Poison (Ex)
Bite-injury; save Fort DC 22; frequency 1/round for 10 rounds; effect 1d8 acid damage and 1d4 Con drain; cure 2 consecutive saves.
Action
Feat 1
Improved Critical (bite)
Action
Feat 2
Improved Initiative
Action
Feat 3
Iron Will
Action
Feat 4
Power Attack
Action
Feat 5
Skill Focus (Perception)
Action
Feat 6
Skill Focus (Stealth)
Action
Feat 7
Weapon Focus (bite)
Action
Melee 1
bite +23 (3d8+15/19-20 plus poison)
Treasure
incidental (acid-proof items)
Environments
temperate or warm deserts or forests
Actions/Abilities/Traits: Pathfinder 1e