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The BetrayalCreature 20


RareMediumConstructEvil
Source Pathfinder #192: Worst of All Possible Worlds
Perception +29 (darkvision)
Languages Common
Skills Acrobatics +35, Athletics +35, Deception +38, Diplomacy +38, Occultism +33
Str +7, Dex +5, Con +7, Int +2, Wis +4, Cha +9

AC 45; Fort +33; Reflex +35; Will +31;
HP 360
Speed 25 feet (fly 40 feet)
Immunities misfortune effects

Claws One Action +37 (+32, +27) to hit (magical, versatile p) 4d12+15 Slashing
Harrow Card One Action +30 (+26, +22) to hit (agile, magical, thrown) 3d6+15 Piercing

Twist Fate Reaction (fortune, occult)

Frequency once per minute

Trigger A creature critically hits the Betrayal


Effect The Betrayal manipulates fortune in her favor. The triggering attack becomes a hit instead.

Harrowkin Suit (Crowns)

Each harrowkin is connected one specific harrow suit and has the following shared abilities.

(Harrowkin) Defensive Suit

(Harrowkin) Shuffle the Deck

(Harrowkin) Read the Cards


Note: This ability enables additional automation for the listed abilities.

Read the Cards Free Action (occult)

Trigger The harrowkin is about to roll initiative


Effect The harrowkin attempts to rewrite destiny. Roll 1d6 to determine a suit. The harrowkin gains the effects of the suit for 1 minute. If the suit matches the harrowkin's suit, the value is doubled.

Effect: Read the Cards

Hammers The harrowkin gains a +2 status bonus to damage rolls.

Keys The harrowkin gains a +1 status bonus to AC.

Shields The harrowkin gains fast healing 5.

Books The harrowkin gains a +1 status bonus to skill checks.

Stars The harrowkin gains a +1 status bonus to saving throws.

Crown The harrowkin can reroll 1 check within the next minute and take the higher result. This is a fortune effect.


Note: The effect will roll the d6 automatically on placement.

Shift Reality Two Actions (occult, teleportation)

If the Betrayal is in the Harrowing Room, she vanishes and then reappears at any location she chooses in Sonnorae's Library. If she's in the library, she vanishes and reappears in a space of her choice in the Harrowing Room.

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..


Occult Innate Spells (DC 42, +34 to hit)

Cantrips (10th Level): Daze, Detect Magic, Ghost Sound, Telekinetic Projectile
1st Level: Color Spray, Ill Omen, Ray of Enfeeblement
2nd Level: Augury, Dispel Magic, Hideous Laughter, Mirror Image
3rd Level: Blindness, Hypnotic Pattern, Paralyze
4th Level: Confusion, Phantasmal Killer, Suggestion
5th Level: Shadow Blast, Shadow Siphon, Synesthesia
6th Level: Feeblemind, Spirit Blast, True Seeing
7th Level: Prismatic Spray, Visions of Danger, Warp Mind
8th Level: Discern Location, Maze, Uncontrollable Dance
9th Level: Foresight, Wail of the Banshee


The most powerful harrowkin are living embodiments of harrow cards.


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

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.