CREATURE 2
Perception +10; darkvision, sin scent (imprecise) 30 feet
Languages Aklo
Skills Acrobatics +9, Athletics +8, Stealth +9, Survival +6
Str +4 Dex +3 Con +4 Int +0 Wis +2 Cha +1
Items one weapon determined by its sin
Sin Scent A sinspawn can smell creatures that reflect its sin, as the scent ability. The GM determines which creatures are appropriately sinful.
AC 18; Fort +10, Ref +9, Will +6; +1 status to saves vs. magic, +4 status to saves vs. mental
HP 30; Immunities controlled; Resistances mental 5
Speed 30 feet
Melee jaws +10 (agile), Damage 1d8+4 piercing plus sinful bite
Melee claw +10, Damage 1d6+4 slashing
Sinful Bite (arcane, emotion, mental) A creature hit by the jaws of a sinspawn must attempt a DC 18 Will save as it is assailed by sinful thoughts. Success Sickened 1.Critical Success Unaffected.Failure Sickened 2.Critical Failure Sickened 2 plus an additional penalty, determined by the sinspawn's sin, while it remains sickened.
Sin A sinspawn gains an additional skill based on its sin, as well as a weapon that reflects the preferences of its kinds' ancient creators. The seven sins and the benefits they confer upon a sinspawn are noted in the Sinspawn Sins section.
Bestiary, page 297.
Open Sinspawn in the interactive creatures list or browse all creatures starting with S.