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“Sinis, the Pine-Bender: Tyrant of the Isthmus and Master of Deadly Trees”

Sinis, the Pine-Bender: Tyrant of the Isthmus and Master of Deadly Trees
Create
  • Alias(es):
    • Sinis
    • Pityocamptes (“The Pine-Bender”)
  • Gender:
    • Male
  • Race/Species:
    • Mortal (with some traditions identifying him as semi-divine, son of Poseidon)
  • Occupation/Role:
    • Bandit, outlaw, and regional terror along the Isthmus of Corinth
  • Religion/Belief System:
    • Likely participated in local Greek polytheistic traditions, though no specific cult is attributed to him
    • Possible reverence or inherited pride from his supposed father, Poseidon
  • Key Allies:
    • None recorded; portrayed as a solitary figure without companions or followers
  • Primary Enemies or Rivals:
    • Theseus (the hero who defeated him)
    • Symbolically, travelers and wayfarers who attempted to cross his territory
  • Abode / Base of Operations:
    • The Isthmus of Corinth, near the road connecting Megara and Athens
  • Nationality / Cultural Background:
    • Greek, situated within the mythological landscape of the Peloponnesus and Attica
  • Languages Spoken:
    • Ancient Greek (assumed, no alternative dialects specified)
  • Moral Alignment:
    • Chaotic Evil (acts out of cruelty, thrives on chaos and destruction, lacks loyalty or higher cause)
  • Affiliations / Factions:
    • None; acted as an independent predator without ties to kingdoms, bandit groups, or cults
  • Significant Others / Romantic Ties:
    • Father of Perigune (mother unknown)
    • Through Perigune’s later relationship with Theseus, Sinis became the grandfather of Melanippus

Biography of Sinis, the Pine-Bender

Introduction

Among the shadowed byways of Greek myth, where heroes rise against monstrous odds and villains carve out their bloody legacies, Sinis stands as one of the most terrifying figures. Known as the Pityocamptes, or “Pine-Bender,” Sinis was a brutal outlaw who ruled the narrow roads near the Isthmus of Corinth with cruelty and cunning. His grotesque method of execution—tearing travelers apart with the recoil of bent pine trees—earned him an infamous reputation. Though ultimately destroyed by the hero Theseus, Sinis embodies the darker, primal forces of violence and domination that haunted the ancient imagination.


Life and Origins

The details of Sinis’s early life are wrapped in ambiguity, reflecting the fragmented nature of oral myth. Some accounts claim he was the son of Polypemon, a mortal, while others grant him divine lineage through Poseidon, god of the sea. This possible semi-divinity explains both his extraordinary strength and his savage arrogance.

Raised in the wild landscapes near the Isthmus, Sinis grew into a figure of towering physical presence. Unlike kings or generals who commanded power through armies, Sinis claimed his authority through fear, ruling the roads as his own hunting ground. His chosen weapon was not sword or spear but the very trees around him—symbols of both nature’s strength and nature’s cruelty.


Major Events and Exploits

By Elpinikos Painter - User:Bibi Saint-Pol, own work, 2007-02-10, Public Domain, https://commons.wikimedia.org/w/index.php?curid=2430180, Sinis Sinis, the Pine-Bender: Tyrant of the Isthmus and Master of Deadly Trees
By Elpinikos Painter – User:Bibi Saint-Pol, own work, 2007-02-10, Public Domain, https://commons.wikimedia.org/w/index.php?curid=2430180
  • The Terror of the Isthmus
    Sinis became notorious for his unique cruelty. He would force victims to help him bend down massive pine trees, lash them to the trunks, and then release the tension, catapulting or tearing apart their bodies. The sight of pine trees bending in the wind came to symbolize not just the might of nature, but the shadow of his violence.
  • Encounter with Theseus
    His reign of terror ended when he crossed paths with the young hero Theseus, traveling from Troezen to Athens. Unlike the helpless travelers before him, Theseus turned Sinis’s own brutality against him. Using the very pine trees that had claimed so many lives, Theseus overpowered Sinis and executed him in poetic justice.
  • Legacy through Perigune
    Though destroyed, Sinis’s legacy did not vanish. His daughter, Perigune, fled into the wild after his death but was later found and taken under Theseus’s protection. She bore Theseus a son, Melanippus, whose descendants became known in Caria as the Ioxids. Through Perigune, Sinis’s bloodline persisted, entwining his dark legacy with the heroic lineage of Theseus.

Key Achievements

While Sinis was no hero in the traditional sense, his impact on the mythological world was undeniable:

  • He established himself as one of the most dreaded perils of the road, a figure whose name alone warned travelers of danger.
  • He embodied the archetype of the bandit king, one man with enough strength and savagery to control an entire region.
  • His defeat became one of the defining labors of Theseus, elevating the hero’s journey to Athens and symbolizing the transition from chaos to civilization.

Character Analysis

Beneath his monstrous acts lies a complex figure shaped by fear, hunger for dominance, and perhaps an inherited shadow of divine pride.

  • Motivations: Sinis appears driven not only by cruelty but also by a desire to prove his supremacy. If indeed Poseidon’s son, he may have carried the weight of living up to divine power without the divine recognition or place in Olympus.
  • Fears: His reliance on terror suggests a deep fear of being powerless. He conquered the road not with armies or followers but with sheer brutality, masking insecurity with violence.
  • Ultimate Goal: Sinis’s reign was less about wealth or legacy than about control. Every victim was proof of his dominance, every pine tree bent another reminder of his strength. Yet, his inability to look beyond immediate power left him vulnerable to a hero who symbolized justice and order.

Significance and Uniqueness

Sinis, the Pine-Bender: Tyrant of the Isthmus and Master of Deadly Trees
Create

What makes Sinis unique in the Greek mythic landscape is not just his cruelty, but his fusion with the natural world. Unlike bandits who wield swords or monsters born of chaos, Sinis weaponized the very trees around him, turning nature into a tool of destruction. His story resonates as a cautionary tale of how strength without purpose curdles into tyranny. His death at the hands of Theseus marks not only the end of a predator but also the triumph of civilization over savagery.


Conclusion

Sinis, the Pine-Bender, is more than a minor villain in the tale of Theseus. He is a symbol of unchecked violence, of raw strength turned to cruelty, and of the perils that once haunted the untamed roads of Greece. Though his reign was short-lived, his legacy endured in myth, in bloodline, and in the fearful memory of pine trees bending ominously in the wind.


  • Sinis, 5e 2024
  • Sinis, 5e 2024 (Mythic)
  • Sinis, Pathfinder 1e, (Mythic)
Sinis 5
Create

Large humanoid (semi-divine), Chaotic Evil


Lore

Sinis, son of Poseidon and scourge of the Isthmus of Corinth, is remembered as the bandit who snapped pine trees into weapons of terror. He reveled in cruelty, bending trees to hurl or tear apart travelers, until Theseus turned his own brutality against him. In battle, Sinis is less a man than a living force of nature, commanding the wild around him.


Stat Block

  • Armor Class: 17 (hide reinforced with bronze)
  • Hit Points: 255 (30d10 + 90)
  • Speed: 40 ft.
  • Proficiency Bonus (PB): +4
  • Saving Throws: Str +9, Con +8, Wis +5
  • Skills: Athletics +9, Intimidation +5, Survival +5
  • Senses: Passive Perception 11
  • Languages: Greek (Common)
  • Challenge Rating: 12 (8,400 XP)
StrDexConIntWisCha
20 (+5)14 (+2)18 (+4)10 (+0)12 (+1)13 (+1)

Traits

  • Brutal Executioner. When Sinis reduces a creature to 0 hit points, that creature dies instantly if it is Large or smaller.
  • Pine-Bender’s Might. Sinis has advantage on Strength checks and saves. He can uproot or bend trees up to 3 feet thick and wield them as weapons.
  • Semi-Divine Endurance. At the start of each of his turns, Sinis regains 10 hit points if he has at least 1 HP.

Actions

  • Multiattack. Sinis makes two attacks with his Club or Pine Whip.
  • Club. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 21 (3d10 + 5) bludgeoning damage.
  • Pine Whip. Melee Weapon Attack: +9 to hit, reach 30 ft., one target. 26 (4d10 + 5) slashing damage. Target must succeed on a DC 17 Strength saving throw or be restrained until the start of Sinis’ next turn. (Only one creature can be restrained this way at a time.)
  • Tree-Bend Execution (Recharge 5–6). Sinis bends and snaps two massive pines at a restrained target. That target must make a DC 17 Constitution saving throw, taking 55 (10d10) bludgeoning/slashing damage on a failed save, or half as much on a success.

Bonus Actions

  • Savage Grip. When Sinis has a creature restrained with his Pine Whip, he may use a bonus action to hurl it 20 ft. The target takes 13 (3d8) bludgeoning damage and falls prone.

Reactions

  • Snapping Counter. When a creature within 10 feet misses Sinis with a melee attack, Sinis makes one Pine Whip attack against that creature.

Lair Actions (Pine Grove of Terror)

On initiative count 20 (losing ties), Sinis can use a lair action if in his forest domain:

  1. Entangling Roots. Each creature of Sinis’ choice within 30 ft. must succeed on a DC 16 Strength saving throw or be restrained until the next round.
  2. Falling Pines. A massive pine crashes down. One target within 40 ft. must succeed on a DC 17 Dexterity saving throw or take 22 (4d10) bludgeoning damage.
  3. Echoes of Terror. Each enemy within 60 ft. must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.

Equipment

  • Bronze-Reinforced Club. Counts as magical for overcoming resistance.
  • Amulet of Poseidon’s Blood. While wearing it, Sinis has advantage on Strength (Athletics) checks and may cast Control Water once per long rest.
Sinis, the Pine-Bender: Tyrant of the Isthmus and Master of Deadly Trees
Create

Large humanoid (human, semi-divine), Chaotic Evil

CR: 15 (Mythic Tier 4) | XP: 76,800 | Init: +2 | Senses: Perception +11
Languages: Common, Ancient Greek | Alignment: Chaotic Evil


Defenses

  • AC: 28, touch 14, flat-footed 26 (+2 Dex, +14 natural, +2 deflection)
  • HP: 375
  • Fort: +22 | Ref: +12 | Will: +11
  • Defensive Abilities: Semi-divine resilience (+2 vs. prone/restrained), Mythic Toughness (+40 HP, +4 saves)

Offense

  • Speed: 40 ft.
  • Melee: Club +24/+19 (3d8+15 bludgeoning)
  • Special Melee: Pine Whip +24/+19 (4d8+15 slashing, 30 ft., grapple/hold, one target per whip/tree)
  • Special Attack: Tree-Bend Execution (DC 23 Fortitude, 10d10 slashing/bludgeoning, one restrained target, recharge 1d3 rounds)
  • Full Attack: 2 attacks (club or Pine Whip)
  • Mythic Powers: Greater Weapon Focus (Club), Mythic Power Attack, Mythic Improved Grapple

Statistics

StrDexConIntWisCha
24 (+7)14 (+2)22 (+6)12 (+1)14 (+2)15 (+2)
  • Base Attack/Grapple: +24/+28
  • Skills: Athletics +28, Intimidate +16, Survival +12
  • Feats: Power Attack, Improved Grapple, Combat Reflexes, Weapon Focus (Club), Greater Weapon Focus (Club)

Special Abilities

  • Pine-Bender’s Strength (Ex): Can uproot/bend trees up to 6 ft thick; use trees as weapons or environmental hazards.
  • Brutal Executioner (Ex): Creatures reduced to 0 HP by Sinis automatically die; cannot make death saves.
  • Punishing Grasp (Ex): Immediate action grapple when a creature misses a melee attack.
  • Mythic Recovery (Su): Regain 20 HP once per round as a swift action.
  • Legendary Presence (Su): Creatures within 60 ft. must succeed on DC 21 Will save or become frightened for 1 round.

Lair Actions (Pine Grove of Terror)

Use 1 per round at initiative count 20 (losing ties)

  • Entangling Roots (Ex): 60-ft radius; creatures must succeed on DC 19 Strength check or become grappled/restrained until next round.
  • Snapping Pines (Ex): One target within 60 ft. Reflex save DC 21 or take 44 (8d10) bludgeoning damage.
  • Epic Tree Manipulation (Su): Uproot a massive tree and fling it 100 ft., dealing 66 (12d10) bludgeoning damage in a 10-ft wide path; Reflex half.

Equipment & Mythic Items

  • Bronze-Reinforced Club +2: Counts as magical; +2d6 vs. objects.
  • Amulet of Poseidon’s Blood (Su): +2 Strength checks; cast Control Water 3/day (6th-level caster).
  • Cloak of the Wild Grove (Su): Concealment in forests; +4 AC vs. ranged attacks in natural terrain.

Tactics / Encounter Notes

  • Sinis uses the environment aggressively: he restrains targets with Pine Whip or roots, then finishes with Tree-Bend Execution.
  • He prioritizes high-Strength or high-HP targets first, using Mythic Recovery to prolong fights.
  • Epic Tree Manipulation and Snapping Pines force the party to spread out; Entangling Roots controls space.
  • Fright effects from Legendary Presence or the lair can disrupt enemy formations and morale.

Sinis, the Pine-Bender: Tyrant of the Isthmus and Master of Deadly Trees
Create

Huge humanoid (semi-divine), chaotic evil
Challenge 14 (11,500 XP)Proficiency Bonus +5


Armor Class 17 (hide armor); 18 after Resurgence

Hit Points 235 (18d12 + 108); heals 120 after Resurgence

Speed 40 ft., climb 20 ft.

STRDEXCONINTWISCHA
20 (+5)*14 (+2)22 (+6)10 (+0)12 (+1)13 (+1)

*Strength increases to 22 (+6) after Forest-Titan Resurgence.

Saving Throws: Str +10, Con +11
Skills: Athletics +10, Intimidation +5, Perception +5
Damage Resistances: bludgeoning, piercing, slashing (nonmagical)
Condition Immunities: frightened, restrained
Senses: passive Perception 15
Languages: Common, Ancient Greek


Mythic Trait

Forest-Titan Resurgence (1/Long Rest).
When reduced to 0 hit points, Sinis roars as the pines surge with Poseidon’s blessing. He regains 120 hit points, grows to Huge, his Strength becomes 22 (+6), AC increases to 18, and he gains access to abilities marked (Resurgence Only).


Traits

  • Avatar of the Pines. Trees within 60 ft. are difficult terrain for enemies and grant Sinis half cover against ranged attacks.
  • Fury of Poseidon. Sinis regains 20 hit points instead of taking lightning damage.

Actions

Multiattack. Sinis makes two attacks: Pine Breaker or Whip of Roots.

Pine Breaker. Melee Weapon Attack: +10 to hit (+11 after Resurgence), reach 10 ft., one target.
Hit: 27 (4d10 + 5) bludgeoning damage (30 [4d10 + 6] after Resurgence).
Effect: Target must succeed on a DC 18 Strength save (DC 19 after Resurgence) or be knocked prone, slammed into a tree, or crushed by a snapped log.

Whip of Roots. Melee Weapon Attack: +10 to hit (+11 after Resurgence), reach 30 ft., one target.
Hit: 27 (4d10 + 5) slashing damage (28 [4d10 + 6] after Resurgence).
Effect: Target is restrained (escape DC 18 / 19). Only one creature may be restrained this way at a time.

Bend and Break (Recharge 6). Signature Execution.
If a target is restrained by Whip of Roots or natural roots, Sinis bends them to a massive pine and releases it.

  • Fail: 44 (8d10) bludgeoning + 22 (4d10) piercing damage from snapping tree and splinter shrapnel. Target is flung 20 ft. and knocked prone.
  • Success: Half damage, not moved.
  • Note: Huge or larger creatures have advantage on the save.

Splinterstorm (Resurgence Only; Recharge 5–6).
Sinis slams the ground; nearby pines explode into jagged shrapnel. Each creature of his choice within 30 ft. must succeed on a DC 18 Dexterity save (DC 19 after Resurgence) or take 36 (8d8) piercing damage; half on a success. Creatures behind solid trees have half cover.


Bonus Actions

Sapburst (Resurgence Only).
15-ft. cone of sticky sap. Each creature must make a DC 16 Dexterity save (DC 17 after Resurgence) or be restrained until the end of their next turn. Escape with a Strength (Athletics) or Dexterity (Acrobatics) check vs. the same DC.


Reactions

Vengeful Snap. When a creature within 10 ft. damages Sinis, he makes one Pine Breaker attack against them.


Lair Actions (in pine grove; initiative count 20, losing ties)

  • Forest Awakens: 1d4 awakened trees rise and act on initiative count 20 next round, obeying Sinis for 1 minute or until destroyed.
  • Pine Needle Storm: Enemies within 40 ft. make DC 17 Constitution save or take 18 (4d8) piercing damage as wind-driven needles lash through the grove.
  • Choking Roots: Roots surge in a 20-ft. radius. Enemies must make DC 18 Strength save (DC 19 after Resurgence) or be restrained until initiative count 20 next round. Action can end effect on success.

Equipment

Bronze-Reinforced Club. Counts as magical for overcoming resistance; can substitute for Pine Breaker if logs unavailable.


DM Quick Tactics

  1. Phase One (baseline): Use Whip of Roots to restrain squishier targets, follow with Pine Breaker.
  2. Recharge Powers: Prioritize Bend and Break on restrained target for cinematic execution.
  3. Phase Two (Resurgence): Trigger Sapburst to lock front line, Splinterstorm for AoE damage, Pine Breaker for prone control.
  4. Lair Use: Choking Roots and Forest Awakens combo to lock down ranged enemies or funnel them into Bend and Break.

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