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Sinspawn are corrupted products of magic used by spellcasters in a past era as shock troops for their armies. Literally the embodiment of a sin made flesh, they are sentient abominations of distilled ectoplasm imprinted with the soul-image of slain creatures that possessed an abundance of a particular sin.
The above stats represent a wrathspawn, the most common type of this Creature. Each type possesses unique ability modifiers, which are listed after their name.
Envyspawn (+2 Str, –2 Cha): Short and thin, envyspawn often become rangers.
Gluttonspawn (+2 Con, –2 Dex): Obese yet hardy and strong, gluttonspawn often become fighters.
Greedspawn (+2 Dex, –2 Wis): Towering over 7 feet in height, greedspawn have gold-tinged veins and often become rogues.
Lustspawn (+4 Cha, –2 Con, –2 Wis): With perfectly formed bodies sitting in grotesque counterpoint to their monstrous faces and claws, lustspawn often become sorcerers.
Pridespawn (+4 Int, –2 Wis, –2 Cha): Unique among sinspawn for their long manes of hair, pridespawn are near-skeletal in their gauntness. They often become wizards.
Slothspawn (+2 Wis, –2 Dex): Thick rolls of excess skin drape a slothspawn's hunched frame. They often become clerics.
Wrathspawn: These sinspawn use the statistics given above. They often become barbarians.
Martial Proficiency (Ex) Sinspawn are proficient in all simple and martial Weapons, armor, and shields (except tower shields).
Sin-Scent (Su) Sinspawn have Scent Against creatures whose nature reflects the sinspawn's sin. For example, wrathful sinspawn can Scent Creatures using rage effects. The GM should adjudicate what creatures a particular sinspawn can Scent .
Sinful Bite (Su) A Creature bitten by a sinspawn is overwhelmed with sinful thoughts (DC 12 Will save negates). These emotions are so powerful that the target becomes sickened for 1d6 minutes. An affected target that is bitten a second time is staggered for 1 round if it fails its Saving Throw. Calm Emotions , Remove Curse , or Break Enchantment Negates the effects of sinful bite. The save DC is Charisma-based. This is a mind-affecting effect.