Tithekeeper

Level 10
Creature· constructRareLargeRemaster
AC
29
HP
220
Speed
30 ft.
Perception
+16
Fort
+22
Ref
+17
Will
+14
Senses darkvision
Skills athletics +23
Other Speeds climb 30 ft.
Recall Knowledge DC 32 (arcana)

Attacks

Melee Body +23, Damage 2d12+13 bludgeoning
Melee Foot +23 (reach 15 ft., unarmed), Damage 2d8+13 piercing

Abilities

Eyes Behind the Maskinteraction

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 th

Accept Tithe

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 Punishment

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

Impale

Requirements The tithekeeper has Grabbed a creature


Effect 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 .

Locked Vault

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◆◆

Requirements The tithekeeper has Impaled a creature


Effect 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◆◆◆

Medium or smaller, body, DC 29 reflex


Improved Grab

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.