Sinswarm
Level 9Abilities
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.
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.
HP 150 (4 segments); Thresholds 100 (3 segments), 50 (2 segments)
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
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.