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From Pathfinder #219: Lord of the Trinity Star, which isn't enabled.

Pridespawn Sentinel

CREATURE 12

Variant sinspawn

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.


Perception +23; darkvision; sin scent (imprecise) 30 feet
Languages Aklo
Skills Acrobatics +23, Athletics +24, Deception +23, Intimidation +23
Str +7, Dex +5, Con +6, Int +1, Wis +5, Cha +5
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.


AC 32; Fort +25, Ref +22, Will +20; +1 status to all saves vs. magic, +4 status to all saves vs. mental
HP 215; Immunities controlled; Resistances mental 10
+1 Status to All Saves vs. Magic
+4 Status to All Saves vs. Mental
Hallucinatory Backlash (illusion, mental)
Trigger The pridespawn takes damage from a creature's weapon Strike

Effect The pridespawn rebuffs the arrogance of the foe that harmed it and scoffs at the attack. The triggering creature hallucinates their own attack coming back at them and takes 4d6 mental damage (DC 32 basic Will save).
Reactive Strike

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.


Speed 30 feet
Melee Jaws +25 (agile, unarmed), Damage 3d4+13 piercing plus Sinful Bite
Melee Bec de Corbin +26 (magical, razing, reach 10, shove, versatile b), Damage 2d8+13 piercing
False Pride (arcane, illusion, mental, visual)

The pridespawn sentinel stumbles back and appears frightened and intimidated by a creature within 30 feet that it can see. The targeted creature must attempt a DC 32 Will save; regardless of the result, that creature is temporarily immune to False Pride for 24 hours.


Critical Success The creature is unaffected.

Success The creature becomes overconfident and careless as they believe themselves to be more intimidating than they actually are. They're Off-Guard against the next attack the pridespawn sentinel attempts against them this round.

Failure As success, but the creature's false pride causes them to become Slowed 1 for 1 round as they spend one of their actions posturing and bragging about their superiority. They're off-guard as long as they remain slowed.

Critical Failure As failure, but for 1 minute.

Sinful Bite (arcane, emotion, mental)

A creature hit by the jaws of a pridespawn sentinel must attempt a DC 29 Will save as it's assailed by arrogant 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 also Clumsy 1 and Enfeebled 1 for 1 minute.

Sneak Attack

A pridespawn sentinel deals 1d6 extra precision damage to creatures who are Off-Guard.

Pathfinder #219: Lord of the Trinity StarORC