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GreedspawnCreature 10


Rare​Medium​Aberration​
Source Pathfinder #219: Lord of the Trinity Star
Perception +19 (darkvision, scent (imprecise) 30 feet, sin scent (imprecise) 30 feet)
Languages Aklo
Skills Acrobatics +19, Athletics +22, Stealth +19, Survival +19, Thievery +21
Str +6, Dex +5, Con +6, Int +1, Wis +5, Cha +3

AC 30; Fort +22; Reflex +19; Will +17; +1 status to all saves vs. magic, +4 status to all saves vs. mental
HP 180
Speed 30 feet
Immunities controlled
Resistances Mental 10

Jaws One Action +22 (+18, +14) to hit (agile, unarmed) 2d8+12 Piercing
Claw One Action +22 (+17, +12) to hit (unarmed) 2d12+12 Slashing
Glaive One Action +23 (+18, +13) to hit (deadly d8, forceful, magical, reach 10) 2d8+12 Slashing

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. MentalReactive Strike Reaction

Trigger A creature within the monster's reach 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 monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Covetous Claws

A greedspawn soldier gains a +2 status bonus to attempts made to Disarm.

Sinful Bite (arcane, emotion, mental)

A creature hit by the jaws of a greedspawn soldier must attempt a DC 29 will save as it's assailed by avaricious thoughts.


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 Clumsy 2 for 1 minute.

Snatch Up Reaction (manipulate)

Trigger The greedspawn soldier knocks an item out of a target's grasp with a critical success on a Disarm attempt


Effect the greedspawn catches the object in a hand before it falls to the ground.


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 most numerous and notorious of their kind.

Bearing only a vague resemblance to the humanoids from whose flesh they were formed, sinspawn generally appear horrifically emaciated and have unnaturally long arms and digitigrade legs, each with a trio of stubby, taloned digits. Veins bulge across sinspawn's bodies in sanguine patterns that suspiciously resemble twisted runes, and their flesh is pale and hairless. Their heads are elongated, with slits for a nose, red eyes, and disturbing lower jaws that split in half at the chin, revealing pedipalps that end in tiny, three-fingered hands and framing a long, lolling tongue.

Sinspawn stand 6-1/2 feet tall and typically weigh as much as an emaciated human of their size. They behave in a manner consistent with their associated sin and have physical characteristics that hint at these qualities. For example, greedspawn's veins appear to run with gold, while envyspawn appear even more gaunt than the rest of their kin.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Aberration

Aberrations are creatures from beyond the planes or corruptions of the natural order.