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Tithekeeper

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.

Recall Knowledge - Construct (Arcana, Crafting): DC 32
Unspecific Lore: DC 30
Specific Lore: DC 27

Elite | Normal | Weak
Proficiency without Level

TithekeeperCreature 10

Rare Large Construct Mindless 
Source Pathfinder #210: Whispers in the Dirt pg. 87
Perception +16; darkvision
Skills Athletics +23
Str +7, Dex +3, Con +6, Int -5, Wis +0, Cha -5
Eyes Behind the Mask (scrying) 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 the tithekeeper's mask simultaneously, and a creature can have connections to multiple tithekeepers with just one mask. Each connection ends after a week but can be renewed at any time.
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.
AC 29; Fort +22, Ref +17, Will +14
HP 220; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void
Accept Tithe [free-action] 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.
Speed 30 feet, climb 30 feet
Melee [one-action] body +23 [+18/+13], Damage 2d12+13 bludgeoningMelee [one-action] foot +23 [+18/+13] (reach 15 feet), Damage 2d8+13 piercing plus Improved GrabCapacity for Punishment The tithekeeper can have up to six creatures impaled and grabbed with its feet at once.Impale [one-action] Requirements The tithekeeper has grabbed a creature; Effect The tithekeeper stabs the target with a spike for 2d8+13 piercing damage (DC 29 basic 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 Escape (DC 29).Rip Off [two-actions] 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 basic Fortitude save) and is no longer grabbed. On a failed save, the creature also takes 2d8 persistent bleed damage.Trample [three-actions] Medium or smaller, body, DC 29

Sidebar - Additional Lore 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.