Sinspawn
Sinspawn are corrupted products of magic used by spellcasters in a past era as shock troops for their armies. Literally the embodiment of a sin made flesh, they are sentient abominations of distilled ectoplasm imprinted with the soul-image of slain creatures that possessed an abundance of a particular sin.
The above stats represent a wrathspawn, the most common type of this creature. Each type possesses unique ability modifiers, which are listed after their name.
- HP
- 19 (3d8+6)
- AC
- 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 natural)
- Speed
- 40 ft.
- Init
- +5
- Melee
- ranseur +3 (2d4+1/×3), bite -2 (1d6 plus sinful bite) or<p class="stat-block-2">bite +3 (1d6+1 plus sinful bite), 2 claws +3 (1d4+1)</p>
- BAB
- +2
- CMB
- +3
- CMD
- 15
- Fort
- +3
- Ref
- +2
- Will
- +4
- SR
- 13
Martial Proficiency — Sinspawn are proficient in all simple and martial weapons, armor, and shields (except tower shields).
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
Intimidate +7, Perception +7, Stealth +7, Survival +7
- Type
- Aberration
- Alignment
- NE
- Size
- Medium
- Environment
- any ruins
- Organization
- solitary, pair, or cult (3-8)
- Treasure
- standard (ranseur, other treasure)
- Senses
- darkvision 60 ft., sin-scent; Perception +7
- Languages
- Aklo
- Source
- Bestiary 2
-
Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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