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Fabled Harrowkin

The most powerful harrowkin are living embodiments of harrow cards.

Recall Knowledge - Construct (Arcana, Crafting): DC 38
Unspecific Lore: DC 36
Specific Lore: DC 33

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Fabled HarrowkinCreature 16

Legacy Content

Uncommon N Medium Construct 
Source Pathfinder #192: Worst of All Possible Worlds pg. 83
Perception +29; darkvision
Languages Common
Skills Acrobatics +28, Athletics +30, Diplomacy +30, Occultism +27
Str +7, Dex +5, Con +7, Int +2, Wis +4, Cha +9
Harrowkin Suit any
Read the Cards [free-action]
Items harrow deck (53 cards; function as darts when thrown by a harrowkin), +2 greater striking greatsword
AC 38; Fort +30, Ref +28, Will +25
HP 295; Immunities death effects, disease, doomed, drained, fatigued, healing, misfortune, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Defensive Suit Twist Fate [reaction] (divination, fortune, occult) Frequency once per minute; Trigger A creature critically hits the harrowkin; Effect The harrowkin manipulates fortune in their favor. The triggering attack becomes a regular hit.
Speed 25 feet, fly 40 feet
Melee [one-action] greatsword +30 [+25/+20] (magical, versatile P), Damage 3d12-2+15 slashingRanged [one-action] harrow card +28 [+24/+20] (agile, magical, range increment 20 feet, thrown), Damage 3d6-2+15 piercingOccult Innate Spells DC 33, +27 (-4 dmg); 8th uncontrollable dance; 7th visions of danger; 5th dimension door; 4th confusion; 2nd augury; 1st ill omen (at will); Cantrips (8th) daze, detect magic, ghost sound, telekinetic projectile
Shuffle the Deck [two-actions]

All Monsters in "Harrowkin"

NameLevel
Fabled Harrowkin17
Simple Harrowkin4
Storied Harrowkin10

Harrowkin

Source Pathfinder #192: Worst of All Possible Worlds pg. 82
When a harrow deck becomes infused with great magical power, it can produce a harrowkin.

Harrowkin Abilities

Each harrowkin is connected one specific harrow suit and has the following shared abilities.

Defensive Suit When the harrowkin attempts a saving throw connected to its suit—that is, Fortitude (Hammers or Shields), Reflex (Keys or Books), or Will (Stars or Crowns)—if they roll a success, they get a critical success instead.

Read the Cards [free-action] (divination, occult) Trigger The harrowkin is about to roll initiative; Effect The harrowkin attempts to rewrite destiny. Roll 1d6 to determine a suit. The harrowkin gains the effects of the suit for 1 minute. If the suit matches the harrowkin's suit, the value is doubled.
  • 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.


Shuffle the Deck [free-action] (divination, occult) Frequency 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.

Sidebar - Additional Lore Ancient Harrowkin

Some harrowkin form from ancient decks, even originating from the days before Earthfall. These harrowkin are especially powerful as they've spent a long time—sometimes millennia—learning to control their own abilities and their magical influence over the power of fate. These harrowkin are known to keep weaker harrowkin as companions or servants, living secluded lives in their own courts of fate. Unlike other harrowkin, ancient harrowkin have souls, agency, free will, and can be of any alignment.

Sidebar - Advice and Rules 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.