Storied Harrowkin

Level 10
Creature· constructUncommonMediumLegacy
AC 30
HP 180
Speed 25 ft.
Fort +11
Ref +14
Will +8
Perc +17
Size Medium
Uncommon
Languages common
Senses darkvision
Skills athletics +22, intimidation +21, acrobatics +20, occultism +17
Recall Knowledge arcana DC 29

Attacks

Melee Battle Axe +23/+18/+13(magical, sweep)
Damage: 2d8+12 slashing
Melee Shield Bash +22/+17/+12
Damage: 1d4+12 bludgeoning
Ranged Harrow Card +21/+17/+13 (range 20 ft.)(agile, magical, thrown)
Damage: 2d4+9 piercing

Abilities

Harrowkin Suitinteraction

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

Attack of Opportunitydefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Shield Blockdefensive

Trigger The monster has its shield raised and takes damage from a physical attack. Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.

Defensive Suitoffensive

When the harrowkin attempts a saving throw connected to its suit—that is, Fortitude (Hammers or Shields), Reflex (Keys or Books), or Will (Stars or Crowns)—if they roll a success, they get a critical success instead.

Hit 'Em While They're Downoffensive

The harrowkin wildly attacks a Prone target. They deal an additional 2d6 points of damage with their melee Strikes against prone targets. This damage is equal to the damage type of the Strike.

Description

These harrowkin take on themes drawn from a specific harrow card.


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