All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


There is a Remastered version here.

PFS StandardSinspawn

Sinspawn were created by one of seven ancient wizards known collectively as runelords—each of whom embraced and embodied one of seven sins. The first sinspawn was created by the Runelord of Wrath, utilizing techniques that have since gone on to influence fleshwarping practices. It wasn’t long before the technique used to create sinspawn fell into the hands of the other runelords, and while each tried their own hand at crafting variants of their own design, today sinspawn of wrath remain the most numerous and notorious of their kind. Bearing only a vague resemblance to the humanoids from whose flesh they were formed, sinspawn generally appear horrifically emaciated and have unnaturally long arms and digitigrade legs, each with a trio of stubby, taloned digits. Veins bulge across sinspawn’s bodies in sanguine patterns that suspiciously resemble twisted runes, and their flesh is pale and hairless. Their heads are elongated, bearing only slits for a nose, red eyes, and disturbing lower jaws that split in half at the chin, revealing pedipalps that end in tiny, three-fingered hands and framing a long, lolling tongue. Sinspawn stand 6-1/2 feet tall and typically weigh as much as an emaciated human of their size. They behave in a manner consistent with their associated sin and have physical characteristics that hint at these qualities. For example, greedspawn’s veins appear to run with gold while envyspawn appear even more wasted than the rest of their kin.

Sinspawn Sins

When a sinspawn is created, it becomes associated with one of the seven sins: envy, gluttony, greed, lust, pride, sloth, or wrath. A sinspawn’s sin is determined by the runewell that spawned it or by its creator’s preferred sin, and cannot be changed. Each sin grants sinspawn associated with it additional benefits and abilities beyond those described by the sinspawn stat block, as detailed below.

Envyspawn

An envyspawn has Deception +7 and typically carries a halberd. They tend to be shorter and thinner than other sinspawn.
Melee [one-action] halberd +10 (reach 10 feet, versatile S), Damage 1d10+4 piercing
Sinful Bite Creatures that critically fail their saves against an envyspawn’s sinful bite are enfeebled 2 for 1 minute.

Gluttonyspawn

A gluttonyspawn has Survival +10 and usually carries a scythe. They are obese, but hardy and strong.
Melee [one-action] scythe +10 (deadly d10, trip), Damage 1d10+4 slashing
Sinful Bite Creatures that critically fail their saves against a gluttonyspawn’s sinful bite are drained 1.

Greedspawn

A greedspawn has Thievery +9 and typically wields a glaive. They are the tallest of sinspawn, often 7 feet in height, and with gold-tinged veins.
Melee [one-action] glaive +10 (deadly d8, forceful, reach 10 feet), Damage 1d8+4 slashing
Sinful Bite Creatures that critically fail their saves against a greedspawn’s sinful bite are clumsy 2 for 1 minute.

Lustspawn

A lustspawn has Diplomacy +7 and usually carries a guisarme. They have attractive bodies, but hideous faces.
Melee [one-action] guisarme +10 (reach 10 feet, trip), Damage 1d10+4 slashing
Sinful Bite Creatures that critically fail their saves against a lustspawn’s sinful bite are stupefied 2 for 1 minute.

Pridespawn

A pridespawn has Intimidation +7 and often wields a maul. They are nearly skeletal in their gauntness, and often seek out fine clothes or jewelry to wear, taking strange pleasure in appearing elegant and regal.
Melee [one-action] maul +10 (shove), Damage 1d12+4 bludgeoning
Sinful Bite Creatures that critically fail their saves against a pridespawn’s sinful bite are clumsy 1 and enfeebled 1 for 1 minute.

Slothspawn

A slothspawn has Society +6 and usually carries a longspear. Thick rolls of excess skin drape the slothspawn’s hunched frame.
Melee [one-action] longspear +10 (reach 10 feet), Damage 1d8+4 piercing
Sinful Bite Creatures that critically fail their saves against a slothspawn’s sinful bite take a –10-foot status penalty to their Speeds for 1 minute.

Wrathspawn

The most commonly encountered of the sinspawn, a wrathspawn has Athletics +12 and typically wields a ranseur. These sinspawn are the bulkiest looking of their kind.
Melee [one-action] ranseur + 10 (disarm, reach 10 feet), Damage 1d10+4 piercing
Sinful Bite Creatures that critically fail their saves against a wrathspawn’s sinful bite are drained 1 as well as enfeebled 1 for 1 minute.

Recall Knowledge - Aberration (Occultism): DC 16
Unspecific Lore: DC 14
Specific Lore: DC 11

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak SinspawnCreature 1

Legacy Content

NE Medium Aberration 
Source Bestiary pg. 297
Perception +10; darkvision, sin scent (imprecise) 30 feet
Languages Aklo
Skills Acrobatics +7, Athletics +6, Stealth +7, Survival +4
Str +4, Dex +3, Con +4, Int +0, Wis +2, Cha +1
Sin Scent A sinspawn can smell creatures that reflect its sin, as the scent ability. The GM determines which creatures are appropriately sinful.
Items one weapon determined by its sin
AC 16; Fort +8, Ref +7, Will +4; +1 status to saves vs. magic, +4 status to saves vs. mental
HP 20; Immunities controlled; Resistances mental 5
Attack of Opportunity [reaction]
Speed 30 feet
Melee [one-action] jaws +8 [+4/+0] (agile), Damage 1d8-2+4 piercing plus sinful biteMelee [one-action] claw +8 [+3/-2], Damage 1d6-2+4 slashingSinful Bite (arcane, emotion, mental) A creature hit by the jaws of a sinspawn must attempt a DC 16 Will save as it is assailed by sinful thoughts.
Critical Success Unaffected.
Success Sickened 1.
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.

Sidebar - Additional Lore Born of Sin

Unable to procreate themselves, sinspawn retreated from the world for many centuries following the collapse of the runelords’ empire, but in recent years they have emerged from ancient dungeons, strange magical pools, and other forgotten ruins. In certain cases, incredibly powerful artifacts crafted by the runelords known as runewells can siphon off fragments of sinful memories and emotions related to the runewells’ associated sins from the souls of people dying nearby, fueling the spontaneous creation of new sinspawn. When enough sinful energies have been gathered within a runewell, it vomits forth a fully grown sinspawn with no prior loyalty to a long-lost runelord. All sinspawn inherently understand the runewells’ role in the propagation of their kind, and they often establish small villages near awakened runewells, hunting down sentient beings they can use to propagate their communities.

Sidebar - Locations Sinspawn Locations

Sinspawn are found in regions where sources for their creation remain buried in ancient ruins—in Golarion, this currently limits them to the frontier lands of Varisia. But as they spread, so to does the potential knowledge of crafting more of them, and fleshwarpers around the world are hoping to someday soon craft new sinspawn of their own.