Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Arcane Innate Spells
DC 27; 3rd locate, mind reading; 2nd augury (at will)
Ability
Fortune's Favor
(fortune) Whenever the harrow doll attempts a specific type of saving throw, it rolls twice and takes the higher result. The type of saving throw is determined by the suit that featured most prominently in the doll's most recent harrow reading: Fortitude (Hammers or Shields), Reflex (Keys or Books), or Will (Stars or Crowns). If the suit of its latest harrow reading is unknown, roll 1d6 at the beginning of combat to randomly determine it.
Ability
Harrowing Misfortune
(curse, misfortune) A creature struck by one of the harrow doll's cards must attempt a DC 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).
Ability
Uncanny Divination
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” or “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.
Offense
Melee
Circumstance: combat round (melee)
fist +17 [+13/+9] (agile, magical), Damage 2d12+6 bludgeoning plus Grab
Offense
Ranged
Circumstance: combat round (ranged)
harrow card +18 [+13/+8] (magical, range increment 60 feet), Damage 2d8+6 slashing plus harrowing misfortune
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Immunity
bleed
death effects
disease
doomed
drained
fatigued
healing
mental
necromancy
nonlethal
paralyzed
poison
sickened
unconscious
Item
metal harrow deck
Language
Common
Perception
darkvision
Resistance
physical 5 (except adamantine)