Sinswarm

Level 9
Creature· aberrationGargantuanRemaster
AC
27
HP
150
Speed
30 ft.
Perception
+19
Fort
+21
Ref
+18
Will
+15
Immunities controlled
Resistances mental 10
Weaknesses area-damage 10, splash-damage 10
Languages aklo, thassilonian
Senses darkvision
Skills athletics +20, acrobatics +18, survival +17
Recall Knowledge DC 26 (occultism)

Abilities

Sin Scentinteraction

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.

Reactive Attack

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] damage (DC 25 reflex save). If the creature critically fails the save and the trigger was a manipulate action, that action is disrupted.

Troop Defenses

HP 150 (4 segments); Thresholds 100 (3 segments), 50 (2 segments)

Troop Movement
Sinful Assault

1 to 3

Frequency once per round


Effect The sinswarm makes a coordinated attack against each enemy in a 5-foot emanation, with a DC 25 reflex save. The damage depends on the number of actions.

1 (1d8+2)[piercing|options:area-damage] damage

2 (2d8+9)[piercing|options:area-damage,sinful-bite] damage plus sinful bite

3 (3d8+11)[piercing|options:area-damage,sinful-bite] damage plus sinful bite

Sinful Bite

A creature bitten by a sinspawn must attempt a DC 28 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

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.