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Sinswarm

Sinspawn, monstrosities of twisted humanoid flesh, were created ages ago by the runelord Alaznist to serve as shock troops. Hateful even toward their own kind, sinspawn usually band together only in small, isolated cults, although powerful beings are occasionally able to coerce greater numbers of these slavering horrors to join forces as uniquely bloodthirsty and destructive mobs.

Recall Knowledge - Aberration (Occultism): DC 26
Unspecific Lore: DC 24
Specific Lore: DC 21

Elite | Normal | Weak
Proficiency without Level

SinswarmCreature 9

Gargantuan Aberration Troop 
Source Battlecry! pg. 191
Perception +10; darkvision, sin scent (imprecise) 30 feet
Languages Aklo, Thassilonian
Skills Acrobatics +9, Athletics +11, Survival +8
Str +6, Dex +3, Con +4, Int +1, Wis +2, Cha +1
Sin Scent A sinswarm can smell creatures reflecting any one of the seven primary sins as the scent ability. The GM determines which creatures are appropriately sinful.

AC 18; Fort +12, Ref +9, Will +6
HP 150 (4 segments); Thresholds 100 (3 segments), 50 (2 segments); Immunities controlled; Resistances mental 10; Weaknesses area damage 10, splash damage 10
Reactive Attack [reaction] Trigger A creature within a 5-foot emanation of the sinswarm uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using; Effect The sinswarm lashes out at the triggering creature, dealing 2d8+9 piercing or slashing damage (DC 16 basic Reflex save). If the creature critically fails the save and the trigger was a manipulate action, that action is disrupted.Troop Defenses
Speed 30 feet; troop movement
Sinful Assault [one-action] to [three-actions] Frequency once per round; Effect The sinswarm makes a coordinated attack against each enemy in a 5-foot emanation, with a DC 16 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d8+2 piercing or slashing damage
[two-actions] 2d8+9 piercing or slashing damage plus sinful bite
[three-actions] 3d8+11 piercing or slashing damage plus sinful bite
Sinful Bite (arcane, emotion, mental) A creature bitten by a sinspawn must attempt a DC 19 Will save as it is assailed by sinful thoughts. The sinswarm can't inflict the same sin effect on multiple targets in the same round until it has inflicted all seven sins at least once.
Critical Success The creature is unaffected.
Success The creature is sickened 1.
Failure The creature is sickened 2.
Critical Failure The creature is sickened 2 and takes one of the following additional effects, chosen by the GM: enfeebled 2 for 1 minute (envy), drained 1 (gluttony), clumsy 2 for 1 minute (greed), stupefied 2 for 1 minute (lust), clumsy 1 and enfeebled 1 for 1 minute (pride), –10-foot status penalty to all Speeds for 1 minute (sloth), or drained 1 and enfeebled 1 for 1 minute (wrath).

All Monsters in "Sinspawn"

NameLevel
Sinspawn2
Sinswarm9

Sinspawn

Source Monster Core pg. 310 1.1
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 (see fleshwarp). 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, with 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 gaunt than the rest of their kin.

Sinspawn Sins

At a sinspawn's creation, it becomes associated with one of the seven primary sins as defined by the ancient empire of Thassilon: 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 the 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 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 corpulent, hardy, and strong. Melee 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 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 move gracefully, but have hideous faces. Melee 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 pleasure in appearing elegant and regal. Melee 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 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 most muscular of their kind.
Melee 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.

Sidebar - Additional Lore Born of Sin

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. Sinspawn cannot procreate, but 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 full-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 too does the potential knowledge of crafting more of them, and fleshwarpers around the world are hoping to craft new sinspawn of their own someday soon.