Simple Harrowkin

Level 4
Creature· constructUncommonSmallLegacy
AC 20
HP 60
Speed 25 ft.
Fort +11
Ref +14
Will +8
Perc +10
Size Small
Uncommon
Languages common
Senses darkvision
Skills acrobatics +12, stealth +12, deception +11, athletics +9
Recall Knowledge arcana DC 21

Attacks

Melee Shortsword +12/+8/+4(agile, finesse, versatile S)
Damage: 1d6+5 piercing
Melee Fist +12/+8/+4(agile, finesse, magical, unarmed)
Damage: 1d4+5 bludgeoning
Effect: grab
Ranged Harrow Card +12/+8/+4 (range 20 ft.)(agile, magical, thrown)
Damage: 1d4+3 piercing

Abilities

Harrowkin Suitinteraction

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

Shuffle the Deck◆◆offensive

Requirements The harrowkin has rolled initiative

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 Attackoffensive

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

Graboffensive

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 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.

Description

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