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The Winged Serpent

Creature 17 (rare) — construct

Pre-Remaster content. May include legacy alignment.

WeaverFlankerLANDAERIALconstruct

The most powerful harrowkin are living embodiments of harrow cards. 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

Source: stolen-fate-bestiary (Pre-Remaster)

Perception +29; darkvision
Languages common
Skills acrobatics +30, athletics +32, diplomacy +32, occultism +29
Str
+7
Dex
+5
Con
+7
Int
+2
Wis
+4
Cha
+9
Items Greatsword, Harrow Deck (Simple)
AC 40 Fort +32 Ref +30 Will +27
HP 315
Immunities misfortune-effects
Speed 25 feet, fly 40 feet

Offense

Melee Greatsword (magical, versatile-p) +32, Damage 3d12+15 slashing
Ranged Harrow Card (agile, magical, thrown) +30, range increment 20 feet, Damage 3d6+15 piercing

Abilities

Harrowkin Suit (Stars) — Each harrowkin is connected one specific harrow suit and has the following shared abilities.

Note: This ability enables additional automation for the listed abilities.
Interpose Tail
Read the Cards (occult) — Hammers The harrowkin gains a +2 status bonus to damage rolls.

Keys The harrowkin gains a +1 status bonus to AC.

Shields The harrowkin gains fast healing 5.

Books The harrowkin gains a +1 status bonus to skill checks.

Stars The harrowkin gains a +1 status bonus to saving throws.

Crown The harrowkin can reroll 1 check within the next minute and take the higher result. This is a fortune effect.

Note: The effect will roll the d6 automatically on placement.
Shuffle the DeckFrequency 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..
Occult Innate Spells DC 35, attack +27
8th Uncontrollable Dance
7th Visions of Danger
4th Confusion, Dimension Door
2nd Augury
1st Ill Omen (At Will)
Cantrips (8th) Daze, Detect Magic, Ghost Sound, Telekinetic Projectile

WORKS WELL WITH

CrasherLAND / AERIALThe Weaver's occult control spells and flying mobility set up advantageous engagements for the Crasher.
AnvilLAND / AERIALThe Anvil anchors a position while the Weaver uses aerial positioning for optimal control angles.
MenderLAND / AERIALBattlefield control from the Weaver reduces incoming damage pressure on the Mender.

PUNISHES

✖ initiative order✖ readied actions✖ melee reliance
Another Weaver may lead to overlapping control effects with diminishing returns.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #192: Worst of All Possible Worlds.

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