Sin Eater (from the
Demon Hunter's Handbook)
Medium Outsider (Chaotic, Demon, Evil, Extrapalanar)
Hit Dice: 4d8+12 (32 hit points)
Initiative: +2
Speed: 30 feet
Armor Class: 15 (+1 Dexterity, +4 natural); touch 11, flat-footed 14
BAB/Grapple: +4/+6
Attack: Claw +6 melee (1d6+2, piercing and slashing, 20 x2)
Full Attack: 2 claws +6 melee (1d6+2, piercing and slashing, 20 x2) and bite +4 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Soul poison
Special Qualities: Sin eating, spell-like abilities, spirit dependency, evolution, damage reduction 10/cold iron or good, darkvision 60 feet, immunity to electricity and poison, acid, cold, and fire resistance 10, spell resistance 16, telepathy 100 feet
Saves: Fortitude +7, Reflex +6, Will +6
Abilities: Str 14, Int 14, Wis 15, Dex 14, Con 16, Cha 19
Skills: Bluff +19, Concentration +10, Diplomacy +11, Disguise +11, Hide +17, Intimidate +11, Knowledge: Religion +9, Knowledge: the Planes +9, Move Silently +17, Sense Motive +17
Feats: Ability Focus (Soul Poison), Multiattack
Environment: Any rural or urban
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5 - 8 Hit Dice (Medium)
The creature looks like an impossibly dessicated human, its muscles and sinews starkly visible beneath its cracked paper-thin skin. Its oversized hands end in gleaming, jagged claws, and its gaping mouth is a ruin of black, snaggled teeth.
The sin eater is a tempter of mortals, using its subtle mental powers to impregnante its victims with dark thoughts. Those who succumb to its corrupt strength have their morality eaten away, and their souls are etched with the litany of the seven deadly sins.
The sin eater is subtle, and unlike the succubus, it does not use its body and honeyed words to lure mortals to sin. Instead, it uses its soul poison ability to twist their monds; those affected hear the sin eater's whispers in their mind, urging them to give in to temptation, to succumb to murderous rage, and to indulge all their appretites, no matter what they may be.
The sin eater's favored prey is the young and the insane, for neither group has the force of will to resist its poison. While it takes great joy in corrupting the will of highly spiritual victims, like clerics and priests of all sorts, it well understands the risks associated with combating more powerful opponents.
The sin eater sits at the heart of a vast spider web of corruption, cultivating its victims and egging them on to ever greater heights of degradation and excess. As it devours sustenance from its victims, it grows every stronger, until its appetite is sated and it can gorge itself no more. At that point, it enters its cancer womb, and submerges itself into the ethereal, evolving, and ultimately bursting forth as a corrupt king.
Combat
A sin eater is not as fond of combat as other demons are. At least, it is not as fond of entering combat itself, as to do so is to risk personal destruction and the end of the black feast. The sin eater far prefers to tempt others into doing its fighting for it, and is as likely to receuit children for this cause as it is to inflame the passions of a mighty warrior. When given an opportunity to use an innocent to defend it in combat, the cunning sin eater will always select the most appropriate guardian from its stock of victims; this does not always not always mean sending a powerful warrior or spellcaster into the fray, as an attack from a knife-wielding toddler can do much to shock and disrupt the plans of even the most hardened demon hunter.
If forced to fight, the sin eater will attack with absolute savagery, attempting to kill one or more of its opponents before fleeing, using a combination of claw attacks and its corrupting soul poison. Should it successfully flee, it will go into hiding for a few months, waiting to see if its soul poison successfully affected any of its attackers.
A sin eater's natural weapons, and any weapons it wields, are considered to be both evil-aligned and chaos-aligned for the purpose of overcoming damage reduction.
Soul Poison (Su): Once per round as a free action, the sin eater can attempt to impregnante a victim with its soul poison. In order to use this ability, the sin eater must be within 30 feet of its target. The targeted being must succeed at a DC 16 Will save or succumb to the poison. Should the victim succeed at his save, he is rendered immune to the effects of soul poison for one full day. Should the victim fail his save, then from that point on the sin eater can see through his eyes at will, and can use its whispered urgings to force him to perform some action, as though by the
suggestion spell cast by a 7
th level sorcerer. These actions are always sinful and spiritually harmful in nature, as the sin eater feeds on the performance of evil acts. The sin eater might
suggest that a victim rob a cart merchant or beat his children when they misbehave. The victim can resist each
suggestion with a successful DC 16 Will save, but each time they succumb to the sin eater's whispered suggestions, the DC of the saving throw increases by +1 to a maximum DC of 20. The sin eater can attempt to use its
suggestion ability on each of its victims once each day, but each victim can only be forced to commit a sinful act once a week; this means that oince a victim has been successfully affected by a
suggestion, it cannot be subject to another for the remainder of the week.
A victim who resists a sin eater's
suggestion is not freed from the effects of soul poison, but the DC to resuist the next suggestion is lowered by one. Racj time he successfully resists, the DC is lowered another one point; should the victim successfully lower the DC to 0, he is freed from the effects of soul poison and cannot be affected by it again. Should he fail any of his saves, then the DC to resist the
suggestion returns to the base of 16 again.
A sin eater can affect up to twice its Hit Dice in victims at any one time, regardless of their level. Soul poison is a permanent, mind-affecting, compulsion supernatural ability which affects only humanoids. If and when a sin eater is destroyed or banished to its own plane, the victims are instantly released from the effects of soul poison.
The save DCs are Charisma-based.
Sin Eating (Su): A sin eater does not just force victims to sin for its own amusement, though it does enjoy corrupting the innocent immensely. Instead, the sin eater actually feeds on the corruption it causes, stripping off chunks of its hapless victim's souls and sucking them down like wriggling eels.
Each time a victim succumbs to the sin eater's soul poison
suggestion, the sin eater gains a point of soul energy. For every five points of soul energy the sin eater drains from a victim, that victim permanently loses 1 point of Constitution; when the victim reaches 0 Constitution, he dies and his soul is permanently destroyed, meaning he cannot be returned to life by any means.
Spirit Dependency (Ex): The sin eater has only a tenouous grasp on the mortal plane. Each day it must expend one point of soul energy to maintain its grip on the mortal world. If it fails to do this, then it is instantly banished to its own plane for a period of no less than ten years. The one benefit the sin eater gains from its spriti dependence is its ability to resist holy energies; a sin eater can expend 5 points of soul energy to gain a +1 profane bonus to all saving throws against divine spells, to a maximum bonus of +5. This bonus to saving throws lasts for a number of rounds equal to 10 + the sin eater's Charisma modifier (typically 14 rounds), then begins to fade at a rate of 1 point per round. A sin eater can expend any number of points of soul energy each day, up to the limits of its stored soul energy.
Evolution (Ex): A sin eater which accumulates a total of 666 points of soul energy is instantly drawn back to the lower planes and subsumed into a cocoon made of pure, evil evergy. If not tracked down and destroyed within a year and a day, it evolves and is reborn as a corrupt king. Finding a sin eater which is undergoing evolution is very difficult, its cocoon grants it absolute immunity to all spells of the divination school.
Spell-Like Abilities (Sp): At will -
darkness,
dispel magic,
invisibility; once per day -
greater invisibility,
Tasha's hideous laughter (DC 16). Caster level 5
th; the save DCs are Charisma-based.
Skills: Sin eaters have a +8 racial bonus to Bluff, Hide, Move Silently, and Sense Motive checks.
Home Three Worlds Monsters
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