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Simple HarrowkinCreature 4


Uncommon​Small​Construct​
Source Pathfinder #192: Worst of All Possible Worlds
Perception +10 (darkvision)
Languages Common
Skills Acrobatics +12, Athletics +9, Deception +11, Stealth +12
Str +3, Dex +4, Con +1, Int +0, Wis +0, Cha +3

AC 20; Fort +11; Reflex +14; Will +8;
HP 60
Speed 25 feet
Immunities misfortune effects

Shortsword One Action +12 (+8, +4) to hit (agile, finesse, versatile s) 1d6+5 Piercing
Fist One Action +12 (+8, +4) to hit (agile, finesse, magical, unarmed) 1d4+5 Bludgeoning
Harrow Card One Action +12 (+8, +4) to hit (agile, magical, thrown) 1d4+3 Piercing

Harrowkin Suit

Any


Note: To select a suit add the following ability and follow the prompt (Harrowkin) Harrow Suit

Shuffle the Deck Two Actions

Frequency once per day

Requirements The harrowkin has rolled initiative


Effect At the end of the current round, all creatures currently in initiative reroll their initiative, using the same modifiers as their original initiative roll, and use the new initiative values for all following rounds..

Sneak Attack

The harrowkin deals 1d6 extra precision damage to Off-Guard creatures.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


When a harrow deck becomes infused with great magical power, it can produce a harrowkin.

Harrowkin Agency

Harrowkin lack free will, despite being sapient. All are neutral, even in the case of fabled harrowkin whose legacies force them into specific roles. They do not possess souls. When slain they revert back to the card from which they sprang.

Ancient Harrowkin

Some harrowkin form from ancient decks, even originating from the days before Earthfall. These harrowkin are especially powerful as they've spent a long time—sometimes millennia—learning to control their own abilities and their magical influence over the power of fate. These harrowkin are known to keep weaker harrowkin as companions or servants, living secluded lives in their own courts of fate. Unlike other harrowkin, ancient harrowkin have souls, agency, free will, and can be of any alignment.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Construct

A construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.