Sineater
| Size/Type: | Medium Outsider |
| Hit Dice: | 8d8+24 (44 hp) |
| Initiative: | +5 |
| Speed: | 40 ft. (8 squares) |
| Armor Class: | 20 (+5 Dex, +5 natural), touch 15, flat-footed 15 |
| Base Attack/Grapple: | +8/+15 |
| Attack: | Claw +11 melee (1d4+3) |
| Full Attack: | 2 claws +11 melee (1d4+3) and bite +6 melee (1d8+1) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Consume Sin |
| Special Qualities: | Blindsense , Darkvision 60 ft., low-light vision, Quickness, |
| Saves: | Fort +11, Ref +17, Will +7 |
| Abilities: | Str 16, Dex 21, Con 17, Int 8, Wis 9, Cha 4 |
| Skills: | Balance +16, Escape Artist + 16, Hide +16, Listen +10, Move Silently +16, Spot +10, Tumble +16 |
| Feats: | Improved Unarmed Strike, Improved Grapple, Improved Natural Attack |
| Environment: | Any |
| Organization: | Solitary |
| Challenge Rating: | 8 |
| Treasure: | None |
| Alignment: | Neutral |
| Advancement: | – |
The Sineater, when encountered, is often found in an impossibly curled ball, either in hiding or upon its current victim. Lanky, sinuous grey flesh stretches over the bones of this creature from some other realm. The eyes are milky and bulbous, though not blind at all. What sets a Sineater apart from other humanoids, which would never be noticed from behind, is the lamprey-like mouth that sets in the face. Rows of razor-sharp teeth fill the round void. These teeth are designed to rend flesh, crush bones to dust, and ultimately consume the heart of its prey. Sineaters have no language, though it is said they do make a guttural chittering-like noise in their throats.
Combat
Sineaters are quick, ambush hunters above all else. They launch themselves into combat, attempting to grapple their foe as quickly as possible. Once attached to their target, the Sineater begins to bite into the chest in an attempt to ingest the heart. Should the creature succeed, it detaches from the deceased and escapes to its lair until hungry again. Solitary creatures, a Sineater will flee battle if it finds itself at disadvantage only engaging opposition if it is the only way to survive.
Consume Sin (Ex)
If a Sineater hits with both claw attacks, it latches onto the opponent’s body and tears the flesh around the heart. Each round the Sineater maintains the grapple this attack automatically deals 1d8 points of damage. Plus 1D3 permanent Con Damage. Note: Any creature wearing armor applies the base damage to their armor *see hardness rules* until it is destroyed. Armor cannot take Con damage. This attack automatically bypasses Hardness 5
Quickness (Su): A Sineater is supernaturally quick. It can take an extra standard action or move action during its turn each round.