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Pathfinder

Compendium

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Sinspawn

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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.

Seven Types of Sinspawn

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.

Special Abilities

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.

Attributes

AC
14, Touch 12, Flat-footed 12 (+1 Dex, +1 Dodge, +2 Natural)
Alignment
Ne
Base Atk
+2
CMB
+3
CMD
15
CR
CR 2
Cha
12
Con
14
Creature Type
Aberration
Dex
13
Environment
Any Ruins
Feats
Dodge , Improved Initiative
Fort
+3
HP
19 (3d8+6)
Immune
Mind-affecting Effects
Init
Ne Medium Aberration +5
Int
10
Languages
Aklo
Melee
Ranseur +3 (2d4+1/ × 3), Bite 2 (1d6 Plus Sinful Bite) Or Bite +3 (1d6+1 Plus Sinful Bite), 2 Claws +3 (1d4+1)
Organization
Solitary, Pair, Or Cult (3-8)
Ref
+2
SQ
Martial Proficiency
Senses
Darkvision 60 Ft., Sin-scent; Perception +7
Size
Medium
Skills
Intimidate +7, Perception +7, Stealth +7, Survival +7
Speed
40 Ft.
Spell Resistance
13
Str
13
Treasure
Standard (Ranseur, Other Treasure)
Will
+4
Wis
13
XP
600
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