A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

12 April 2013

[A to Z April] K is for Kith, Sin (creature)

You see before you a nondescript, gender-neutral, featureless humanoid. Despite its odd appearance, you find yourself attracted to it on one of many levels. You begin to hear a voice in your head, prompting you to give in to your baser instincts. The voice is irresistible. You take one step toward the creature, and then a second. You feel weaker, but take another step. And another....

Sin Kith CR 13

CE Medium Outsider (chaotic, demon, evil, extraplanar)
Init: +2; Senses: darkvision 120 ft.; Listen +25; Search +17; Spot +25


AC 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
hp 102 (12d10+13)
Fort +12; Ref +10; Will +9
DR 10/cold iron or good; Immune electricity, enchantment spells;
Resist acid 10, cold 10, fire 10, SR 18


Speed 30 ft.
Melee Mace, heavy +14/9/4 (1d8+4) or Slam attack (1d6+4 plus vampiric touch/energy drain)
Space/Reach: 5 ft./5 ft.
Spell-Like Abilities (CL 12)
At will--charm person (DC 16), command (DC 16), detect good (DC 16), protection from good, sleep (DC 16)
3/day--crushing despair (19); fear (DC 19)
1/day--hold person, mass (DC 22)


A sin kith attacks with weapons (preferring heavy maces) or with a slam attack to reduce a foe’s abilities or to heal itself. A sin kith will also mix in spell-like abilities to reduce threats and to sow discord among its enemies.


Str 16, Dex 18, Con 17, Int 17, Wis 16, Chr 20
Base Attack 11, Grapple 14
Feats: Blind-Fight, Improved Overrun, Power Attack
Skills: Bluff 7, Climb 11, Concentration 11, Diplomacy 9, Disguise 7, Escape Artist 13, Hide 13, Intimidate 18, Jump 12, Know Arcana 12, Listen 25, Move Silently 13, Ride 4, Search 17, Spot 25, Survival 3, Swim 3, Use Rope 6
Languages: All, Telepathy 100 ft.


Energy Drain (Su): A sin kith, as part of its regular, unarmed melee attack, drains attributes from its victims. Each attribute relates directly to one of the seven sins and will drain 1d2 points from the appropriate attribute, per a d8 roll on the following table. A sin kith can drain each attribute once per day (with the exception noted on the table).

Save (DC 18)
EnvyWisdomWill Save
GluttonyConstitutionFortitude Save
GreedCharisma Will Save
LustWisdomWill Save
PrideIntelligenceWill Save
SlothDexterityReflex Save
WrathStrengthFortitude Save
Re-rollApply even if sin used.

Tongues (Su):
A sin kith has the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The sin kith can speak only one language at a time, although it may be able to understand several languages. It does not enable the sin kith to speak with creatures who don’t speak. The sin kith can make itself understood as far as its voice carries. It does not predispose any creature addressed toward the sin kith in any way.

Vampiric Touch (Su):
A sin kith, as part of its regular, unarmed melee attack may employ its vampiric touch, per the spell. On a successful unarmed melee attack, it gains temporary hit points equal to the damage it deals. However, it cannot gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit point disappear 1 hour later. A sin kith may employ this 5 times/day.


Environment: Any (abyss)
Organization: Solitary
Treasure: Standard

The origins of sin kith are unknown. Some stories suggest they were born of fell magic. Others suggest that they were born of the rampant evils of the world taking flesh. Others believe they were formed from the stuff of the Abyss and are children of demons. Whatever their source, one thing is clear: they feed on the sins and negativity of all intelligent beings.

Previous "A"s:
2012: K is for Kel, Scokin (npc)
2011: K is for Key, Skeleton

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