Greedspawn
Creature 2 — aberration
AnvilSnareLANDaberrationsin
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 mos
Source: pathfinder-monster-core
Perception +10; darkvision, scent (imprecise) 30 feet
Languages aklo
Skills acrobatics +9, athletics +8, stealth +9, survival +6, thievery +9
Str
+4
Dex
+3
Con
+4
Int
+0
Wis
+2
Cha
+1
Items Glaive
AC 16
Fort +10
Ref +9
Will +6
+1 status to all saves vs. magic, +4 status to all saves vs. mental
HP 30
Immunities controlled
Resistances mental 5
Speed 30 feet
Offense
Melee Jaws (agile, unarmed) +10, Damage 1d8+4 piercing plus Sinful Bite
Melee Claw (unarmed) +10, Damage 1d6+4 slashing
Melee Glaive (deadly-d8, forceful, reach-10) +10, Damage 1d8+4 slashing
Abilities
Sin Scent (Imprecise) 30 feet — A sinspawn can smell creatures that reflect its sin as the scent ability. The GM determines which creatures are appropriately sinful.
Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
+1 Status to All Saves vs. Magic —
+4 Status to All Saves vs. Mental —
Reactive Strike —
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.
Critical Success Unaffected
Success Sickened 1
Failure Sickened 2
Critical Failure sickened 2 plus Clumsy 2 for 1 minute
Critical Success Unaffected
Success Sickened 1
Failure Sickened 2
Critical Failure sickened 2 plus Clumsy 2 for 1 minute
WORKS WELL WITH
SniperLANDRanged attacks avoid the reach threat entirely while the greedspawn locks down melee approach.
WeaverLANDMental spells stack with the sickened condition from its bite for a faster Will-based breakdown.
PUNISHES
✖ standing still✖ low Will
Works well with · Punishes · Pairing advice
Unlock with Tactics
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