Monster Dossier
Harrow Doll
Harrow Doll is a fantasy monster entry from source EC4.
Traits
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Rules & statistics
Monster Profile
Perception
14
Senses
- Name
- darkvision
Languages
- Languages
- common
Skills
- Fortune-telling lore
- 16
Ability Mods
- Str
- 3
- Dex
- 4
- Con
- 2
- Int
- 0
- Wis
- 5
- Cha
- 5
Items
- metal harrow deck
Defenses
- Ac
- 26
- Saving Throws
- Fort
- 16
- Ref
- 16
- Will
- 17
- Hp
- Hp
- 120
- Immunities
- bleed
- death effects
- disease
- doomed
- drained
- Resistances
- Amount
- 5
- Name
- physical
- Note
- except adamantine
Speed
- Walk
- 25
Attacks
- Range
- Melee
- Name
- fist
- Attack
- 17
- Traits
- agile
- magical
- Effects
- Grab
- Damage
- 2d12+6 bludgeoning plus Grab
- Types
- bludgeoning
- Range
- Ranged
- Name
- harrow card
- Attack
- 18
- Traits
- magical
- range increment
- Effects
- harrowing misfortune
- Damage
- 2d8+6 slashing plus harrowing misfortune
- Types
- slashing
Spellcasting
- Type
- Innate
- Tradition
- arcane
- DC
- 27
- Entry
- 2
- Spells
- Name
- augury
- Amount
- at will
- 3
- Spells
- Name
- locate
- Name
- mind reading
Abilities
- Top
- Entries
- 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"
- Name
- Uncanny Divination
- Traits
- or
- Entries
- "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.
- Name
- N/A
- Mid
- Entries
- If the suit of its latest harrow reading is unknown, roll 1d6 at the beginning of combat to randomly determine it.
- Name
- Crowns).
- Bot
- Traits
- curse
- misfortune
- Entries
- A creature struck by one of the harrow doll's cards must attempt a 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).
- Name
- Harrowing Misfortune
Background
Lore
No lore provided.