Sinspawn

CREATURE 2

ne medium aberration 

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

Attack of Opportunity [R]

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.