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Sinmold

Sinmolds arise from the corruption wrought by Treerazer machinations. As the land transforms, it attracts souls bound for the Outer Realms. These souls coalesce bodies out of fungal slime, birthing amorphous fiends that ravenously hunt for more biological matter using club-like pseudopods or whiplike tendrils that can slice with ease through meat and bone alike.

Recall Knowledge - Fiend (Religion): DC 35
Recall Knowledge - Fungus (Nature): DC 35
Recall Knowledge - Ooze (Occultism): DC 35
Unspecific Lore: DC 33
Specific Lore: DC 30

Elite | Normal | Weak
Proficiency without Level

SinmoldCreature 12

Rare Large Fiend Fungus Ooze Unholy 
Source Pathfinder #210: Whispers in the Dirt pg. 86
Perception +22; darkvision, lifesense (imprecise) 60 feet
Languages Chthonian, Draconic, Empyrean; telepathy 100 feet
Skills Athletics +24, Religion +22, Stealth +13 (+25 in fungal terrain)
Str +6, Dex -5, Con +7, Int +0, Wis +4, Cha +2
AC 23; Fort +25, Ref +11, Will +22
HP 300; Immunities acid, bleed, critical hits, disease, precision; Weaknesses cold iron 10, holy 10
Desperation Vulnerability Sinmolds are aware that they're in a vulnerable state as formless “newborn fiends” and are desperate to become stronger before they become prey to more powerful demons. Whenever the sinmold is in a combat encounter and ends its turn without dealing damage to another creature, the sinmold takes 3d6 mental damage and becomes frightened 1.Digestion (healing) The first time in a round when the sinmold damages a creature with Engulf, the sinmold immediately restores Hit Points equal to the damage dealt, gaining Hit Points in excess of its maximum as temporary Hit Points that last for 1 hour. As long as the sinmold possesses these temporary Hit Points, its surface hardens, and its AC increases to 30.
Speed 30 feet, climb 30 feet, swim 30 feet
Melee [one-action] pseudopod +24 [+19/+14] (magical, unholy), Damage 3d6+12 bludgeoning plus 2d6 acidMelee [one-action] tendril +24 [+20/+16] (agile, magical, reach 10 feet, unholy), Damage 3d8+12 slashing plus sinmold infestationEngulf [two-actions] DC 32, 3d10 acid plus digestion, Escape DC 32, Rupture 18Sinmold Infestation (poison) Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 2d8 poison damage (1 round); Stage 2 3d8 poison damage and can hear the thoughts of root rotters within 30 feet as an imprecise sense (1 round); Stage 3 as stage 2, but 4d8 poison damage and doomed 1 (1 round); Stage 4 as stage 3, and arise as a root rotter upon death (1 round)Spore Purge [one-action] (poison) Requirements The sinmold has temporary Hit Points from digestion; Effect The sinmold loses all temporary Hit Points and releases any creatures it currently has engulfed, pushing them into the nearest unoccupied spaces. It releases a cloud of spores from its body, dealing 5d8 poison damage (DC 29 basic Fortitude save) in a 20-foot emanation. Any creature that fails this save also must attempt a save against sinmold infestation.

Sidebar - Advice and Rules Demonic Transformation

A sinmold who has devoured many creatures over a period of 1 to 2 weeks hardens their exterior into a cocoon and metamorphosizes into a demon. This transformation takes 3 days, during which time the sinmold is unconscious, increases their AC to 37 and maximum Hit Points to 400, and gains Hardness 10. Sinmolds look for a safe place to transform, such as an underground shelter or a dense treetop canopy, though some simply eat until they cocoon. The sins the soul committed in life determine the demon that a sinmold becomes, so the resulting form can become higher or lower level, as determined by the GM.