5e SRD >Creatures >

Sin Seeker

Medium fiend, lawful evil
Hit Points 189 (18d10 + 90)

Armor Class 17 (natural armor)
Speed 30 ft.

18 16 20 14 16 20

Languages A Sin Seeker speaks any humanoid language and Infernal.
Damage Resistances cold, fire, lightning; damage from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned, charmed
Senses truesight 90 ft, passive Perception 13
Languages infernal, telepathy 120 ft.
Saving Throws Str +9, Con +10, Wis +8, Cha +10
Skills Deception +12, Persuasion +12, Insight +10
Challege 18 (20,000 XP)

Special Traits

  • Magic Resistance: A Sin Seeker has advantage on saving throws against spells and magical effects.
  • Magical Body: A Sin Seeker’s attacks count as magical and adamantine for the purposes of bypassing damage reduction.
  • Veil of Illusions: A Sin Seeker always begins combat with the mirror image and arcane sword spell active. A Sin Seeker may reactivate either spell as a bonus action. If an attack hits an illusion, the damage may be redirected to a target of the Sin Seeker’s choice. A successful Charisma Saving throw DC 18 will reduce the damage by half.
  • Visions of Gold and Glory (recharge 6): A Sin Seeker can conjure an image of the innermost desires of individuals. Their minds become clouded with visions of victory, glory, wealth, and success.Thes ability may target 1 or 2 creatures that the Sin Seeker can see. They must make a DC 18 Wisdom Saving throw or be banished to a demiplane of their wildest fantasies. While in this demiplane they live out their fantasies and desires. At the start of each of their turns, they take 4d10 Psychic Damage. At the end of their turn, they may attempt a Charisma Saving Throw DC 18 to end the effect. A creature reduced to 0 hit points while under the effect of this has their soul consumed by the Sin Eater. Only a spell like Wish can reverse this.
  • Infernal Conjurations: A Sin Seeker has an array of magical abilities that enable it to misdirect foes as well as live in comfort. They can replicate the effects of any Illusion Spell of 8th level or lower as well as any spell that conjures luxury and prestige. Common ones include the following: Magnificent Mansion, Programmed Illusion, Hero’s Feast, Project Image, Phantasmal Killer


  • Multiattack: A Sin Seeker can make two claw attacks and a lure attack with one attack action.
  • Claw Melee Weapon Attack: +9 to hit, reach 10. Hit: 4d10 + 4 and the target must make a Constitution Saving Throw DC 18. If they fail, their maximum HP is reduced by that amount. A creature whose maximum HP is reduced to zero is transformed into a pile of gold coins.
  • Lure Ranged Spell Attack: +9 to hit, range 30/90. Hit: 3d12 + 8 Psychic damage. The target must make a DC 18 Wisdom Saving Throw. IF they fail, the Sin Seeker may move them 10 feet and force them to make a melee attack, ranged attack, or use a cantrip against a target of the Sin Seeker’s choice.


Sin Industries has a vast and varied network of resources. The massive casinos, underground crime, drugs, and fight clubs all give in to a person’s deepest, darkest desires. While Mr. Thompson is a specialist in bringing these to life, nudging people in the “right” direction, he can’t be everywhere at once. But, he has contracts with entities that can help monitor his satellite businesses and bring these desires to life. Sin Seekers are powerful infernal beings that are focused in helping mortals bring their desires to life. Able to conjure things from seemingly nothing, they use their talents to convince high ranking targets to enter into binding contracts with the Sin Seeker and, by extension, Sin Industries. They appear as humanoid anglerfish, seven feet tall, broad shouldered, long jointed fingers, reversed knees, webbed digits, with a long dangling light that can display images.

Section 15: Copyright Notice

Tails of the City © 2020, Silver Games, Llc; Authors: David Silver

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