Simple Harrowkin

Level 4
Creature· constructUncommonSmallLegacy
AC
20
HP
60
Speed
25 ft.
Perception
+10
Fort
+11
Ref
+14
Will
+8
Immunities misfortune-effects
Languages common
Senses darkvision
Skills acrobatics +12, stealth +12, deception +11, athletics +9
Recall Knowledge DC 21 (arcana)

Attacks

Melee Shortsword +12 (agile, finesse, versatile-s), Damage 1d6+5 piercing
Melee Fist +12 (agile, finesse, magical, unarmed), Damage 1d4+5 bludgeoning
Melee Harrow Card +12 (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◆◆

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..

Sneak Attack

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

Grab

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.