CREATURE -1
Perception +7
Languages Common
Skills Diplomacy +8, Fortune-Telling Lore +11, Occultism +7, Performance +10, Society +7
Str +1 Dex +2 Con +1 Int +2 Wis +3 Cha +3
Items harrow deck, sickle
AC 13; Fort +3, Ref +6, Will +10
HP 9
Speed 25 feet
Melee sickle +7 (agile, finesse, trip), Damage 1d4+1 slashing
Fated Doom While harrow readers try to avoid combat, no throw of the cards can avoid fate, so a harrow reader learns how to best survive. In the harrow reader's first encounter each day, they gain a +1 status bonus to their initiative roll, their attack rolls, and their AC.
Gamemastery Guide, page 228.
Open Harrow Reader in the interactive creatures list or browse all creatures starting with H.