Tithekeeper

Level 10
Creature· constructRareLargeRemaster
AC 29
HP 220
Speed 30 ft.
Fort +22
Ref +17
Will +14
Perc +16
Size Large
Rare
Senses darkvision
Speeds 30 ft., climb 30 ft.
Skills athletics +23
Recall Knowledge arcana DC 32

Attacks

Melee Body +23/+18/+13
Damage: 2d12+13 bludgeoning
Melee Foot +23/+18/+13(reach 15 ft., unarmed)
Damage: 2d8+13 piercing
Effect: improved grab

Abilities

Eyes Behind the Maskinteraction(scrying)

A creature wearing the mask and garb of a priest of Razmir that outranks the tithekeeper's mask and ribbon rank can spend an hour Interacting with the tithekeeper's mask to connect with it. The creature's mask becomes an invested item that allows them to see and hear as though peering through the tithekeeper's mask. The creature must use a 3-action activity envisioning the tithekeeper to activate the scrying effect, and the effect can be Dismissed. Multiple creatures can create connections to the tithekeeper's mask simultaneously, and a creature can have connections to multiple tithekeepers with just one mask. Each connection ends after a week but can be renewed at any time.

Accept Tithedefensive

Trigger A creature drops or offers at least 750 gp in valuables within 15 feet of the tithekeeper Effect The tithekeeper quickly uses its feet to scoop the valuables into its vault and is now indifferent toward the triggering creature unless that creature uses hostile actions against it or its allies.

Capacity for Punishmentoffensive

The tithekeeper can have up to six creatures impaled and Grabbed with its feet at once.

Impaleoffensive

Requirements The tithekeeper has Grabbed a creature

The tithekeeper stabs the target with a spike for (2d8+13) piercing damage (DC 29 reflex save). It no longer has to spend an action to extend the duration for the target it has grabbed. The target moves with the tithekeeper and takes 1d8 persistent bleed damage until it Escapes.

Locked Vaultoffensive

The tithekeeper's body is a locked vault containing any tithes given to it. The vault's Pick Lock DC is 29 and Force Open DC is 33.

Rip Off◆◆offensive

Requirements The tithekeeper has Impaled a creature

The tithekeeper tears the creature loose from its spiky feet, releasing it. The creature takes 4d10 slashing damage (DC 29 fortitude save) and is no longer Grabbed. On a failed save, the creature also takes 2d8 persistent bleed damage.

Trample◆◆◆offensive

Medium or smaller, body, DC 29 reflex The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Improved Graboffensive

Trigger The monster's last action was a successful Strike that lists Improved 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 as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.

Description

Razmir's most powerful priests deploy tithekeepers to ensure his followers don't develop sticky fingers. These ziggurat-like constructs have over two dozen legs and a trap-like mouth. At its top, a mask with a colored ribbon attached denotes its symbolic rank in the Church of Razmir.

Instruments of Terror

Though the tithekeeper's primary function is to collect coins, they're capable of great violence. Priests who determine a village is too far behind on payments might have their tithekeeper skewer multiple residents and wave its victims' bodies in the air as it parades through the streets. Those who survive the ordeal are highly motivated to avoid a repeat experience.