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Slothspawn

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, society +6, stealth +9, survival +6
Str
+4
Dex
+3
Con
+4
Int
+0
Wis
+2
Cha
+1
Items Longspear
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 Longspear (reach-10) +10, Damage 1d8+4 piercing

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.
+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 –10-foot status penalty to their Speeds for 1 minute

WORKS WELL WITH

SniperLANDRanged attacks avoid the reach threat while the slothspawn locks down melee approach with its spear.
WeaverLANDMental spells stack with the sickened condition from its bite for a faster Will-based breakdown.

PUNISHES

✖ standing still✖ low Will
Avoid stacking multiple reach reactive-strike front-liners; the wall of threatened squares becomes redundant.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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