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Harrow DollCreature 8


UncommonNLargeConstruct
Source Pathfinder #154: Siege of the Dinosaurs
Perception +14 (darkvision)
Languages Common
Skills Lore +16
Str +3, Dex +4, Con +2, Int +0, Wis +5, Cha +5

AC 26; Fort +16; Reflex +16; Will +17;
HP 120
Speed 25 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal, paralyzed, poison, sickened, unconscious
Resistances Physical 5

Fist One Action +17 (+13, +9) to hit (agile, magical) 2d12+6 Bludgeoning
Harrow Card One Action +18 (+13, +8) to hit (magical, range increment 60) 2d8+6 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Uncanny Divination

A harrow doll can cast Augury as part of a harrow reading, which takes the usual 10 minutes.

When casting Locate, the harrow doll doesn't need to have previously observed a specific object to learn its direction, but instead can detail the direction only vaguely, using such phrases as "beside a weeping mound" or "beneath the lost sky."

When the harrow doll casts Mind Reading, there is no effect if the target critically succeeds its save.

Each time a harrow doll makes a harrow reading, it also changes which saving throw is affected by its fortune's favor ability.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Fortune's Favor (fortune)

Whenever the harrow doll attempts a specific type of saving throw, it rolls twice and takes the higher result. The type of saving throw is determined by the suit that featured most prominently in the doll's most recent harrow reading: Fortitude (Hammers or Shields), Reflex (Keys or Books), or Will (Stars or Crowns). If the suit of its latest harrow reading is unknown, roll 1d6 at the beginning of combat to randomly determine it.

Effect: Fortune's Favor

Harrowing Misfortune (curse, misfortune)

A creature struck by one of the harrow doll's cards must attempt a DC 25 will save or be cursed with misfortune, which forces the creature to roll twice and take the lower result on its next roll of a specific type, determined by the card's suit (roll 1d6 to randomly determine the suit). A creature can be cursed with only one effect from harrowing misfortune at a time, with a new curse overriding any previous curse. The curse ends after 1 minute or after the specified roll is made, whichever comes first. The suits and their effects are: Hammers (melee attack roll), Keys (Reflex save), Shields (Fortitude save), Books (skill check), Stars (Will save), and Crowns (spell attack roll).

Effect: Harrowing Misfortune

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Arcane Innate Spells (DC 27, +17 to hit)

2nd Level: Augury (At Will)
3rd Level: Locate, Mind Reading


Harrow dolls are unique constructs that can make predictions about the future. The more elite circuses and traveling shows frequently feature a harrow doll, and many use the doll's abilities to learn more about locals to better customize shows to their tastes-or to find easy marks for later cons. Upset patrons that try to harm a harrow doll or reclaim their payment quickly learn that the construct is more than capable of defending itself.


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 necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, 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.