Harrow
VANE (HARROW LEADER) CREATURE 4
[UNIQUE] [MEDIUM] [HUMAN] [HUMANOID]
A battle-hardened deserter turned bandit captain, Vane commands the Harrow Wayfarers with cold military discipline and a heavy bastard sword.
Perception +11
Languages Common
Skills Athletics +12, Deception +9, Intimidation +11, Stealth +10
Str +4, Dex +2, Con +3, Int +0, Wis +1, Cha +2
AC 21 (buckler raised 22); Fort +13, Ref +10, Will +9
HP 62
Reactive Strike ▯ (reaction)
Speed 25 feet
Melee ◆ Bastard Sword +14 (two-handed d12), Damage 1d8+6 slashing (or 1d12+6 if wielded two-handed).
Ranged ◆ Heavy Crossbow +12 (range increment 120 ft, reload 2), Damage 1d10+2 piercing.
Brutal Command ◆ (auditory, emotion, mental)
Vane shouts a tactical order to an ally within 30 feet. That ally immediately uses a reaction to Step or make a melee Strike.
Heavy Cleave ◆◆
Vane makes a melee Strike with his bastard sword against an off-guard target. On a hit, the Strike deals an additional 1d6 precision damage and forces the target to make a DC 21 Fortitude save or become stunned 1.
HARROW WARPRIEST CREATURE 3
[UNCOMMON] [MEDIUM] [HUMAN] [HUMANOID]
A zealous zealot who channels dark blessings to shield the band and punish non-believers along the road.
Perception +10
Languages Common, Necril
Skills Athletics +9, Intimidation +8, Religion +10
Str +3, Dex +1, Con +2, Int +0, Wis +3, Cha +2
AC 20 (breastplate, steel shield); Fort +11, Ref +6, Will +10
HP 42
Shield Block ▯ (reaction)
Speed 20 feet
Melee ◆ Warhammer +11 (shove), Damage 1d8+5 bludgeoning.
Divine Prepared Spells DC 20, attack +12; 2nd harm, sound burst; 1st bless, fear, heal; Cantrips (2nd) divine lance, forbidding ward, guidance
Channel Smite ◆◆
The warpriest expends a harm spell and makes a melee Strike with their warhammer. On a hit, the Strike deals its normal damage plus the harm spell's damage (2d8 void damage).
HARROW SEER (SORCERER) CREATURE 3
[UNCOMMON] [MEDIUM] [HUMAN] [HUMANOID]
A hedge spellcaster whose innate magic was warped by the local veil-dissonance, weaving curse-magic and occult force.
Perception +8; darkvision
Languages Common, Necril
Skills Arcana +8, Intimidation +9, Occultism +10, Stealth +7
Str +0, Dex +2, Con +1, Int +1, Wis +1, Cha +4
AC 17; Fort +6, Ref +9, Will +11
HP 38
Speed 25 feet
Melee ◆ Bone Dagger +9 (agile, finesse), Damage 1d4+1 piercing plus 1d4 void.
Occult Spontaneous Spells DC 20, attack +12; 2nd (2 slots) sound burst, telekinetic maneuver; 1st (3 slots) fear, grim tendrils, sure strike; Cantrips (2nd) daze, guidance, phase bolt, void warp
Veil Distortion ◆ (occult, void)
Frequency once per round. Effect The sorcerer manipulates the frayed boundary nearby. A 10-foot emanation around the sorcerer becomes difficult terrain for non-underworld creatures until the start of their next turn.
HARROW SNIPER (ROGUE) CREATURE 2
[UNCOMMON] [MEDIUM] [HUMAN] [HUMANOID]
Stealthy marksmen stationed along high ledges, trained to pick off lightly armored targets from cover.
Perception +9; low-light vision
Skills Acrobatics +8, Perception +9, Stealth +10, Thievery +8
Str +1, Dex +4, Con +1, Int +0, Wis +2, Cha +0
AC 18 (leather armor); Fort +6, Ref +10, Will +7
HP 28
Speed 25 feet
Melee ◆ Shortsword +10 (agile, finesse), Damage 1d6+3 piercing.
Ranged ◆ Composite Longbow +10 (deadly d10, range increment 100 ft, volley 30 ft), Damage 1d8+2 piercing.
Sneak Attack
The sniper deals an additional 1d6 precision damage to off-guard targets.
Snipe ◆◆
The sniper makes a ranged Strike against a target that is unaware of them or off-guard. The attack deals an additional 1d6 precision damage (stacking with Sneak Attack).
HARROW WARDEN (DRUID) CREATURE 3
[UNCOMMON] [MEDIUM] [HUMAN] [HUMANOID]
A bitter woodsman who uses primal magic to twist the road's terrain and hunt travelers alongside trained beasts.
Perception +11; low-light vision
Languages Common, Druidic
Skills Athletics +8, Nature +11, Survival +11, Stealth +8
Str +2, Dex +2, Con +2, Int +0, Wis +4, Cha -1
AC 19 (hide armor); Fort +9, Ref +8, Will +11
HP 40
Speed 25 feet
Melee ◆ Spear +9 (thrown 20 ft), Damage 1d6+4 piercing.
Primal Prepared Spells DC 20, attack +12; 2nd entangle, gust of wind; 1st heal, runic weapon; Cantrips (2nd) electric arc, tangle vine
Command Companion ◆
The warden commands their Harrow Warhound, granting it 2 actions this turn.
HARROW WARHOUND CREATURE 2
[COMMON] [MEDIUM] [ANIMAL]
A scarred, vicious mastiff conditioned to drag down fleeing targets along the road choke point.
Perception +8; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +7, Athletics +8, Stealth +7
Str +3, Dex +3, Con +2, Int -4, Wis +2, Cha -1
AC 18; Fort +8, Ref +9, Will +6
HP 30
Speed 35 feet
Melee ◆ Jaws +9, Damage 1d8+3 piercing plus Trip.
Pack Attack
The warhound's Strikes deal an additional 1d4 damage to any creature that is within reach of at least one of the warhound's allies.
HARROW RUNNER (SCOUT) CREATURE 1
[UNCOMMON] [MEDIUM] [HUMAN] [HUMANOID]
A fleet-footed lookout stationed at the ambush perimeter whose sole job is to disengage and alert the main camp if heavily armed resistance arrives.
Perception +7
Languages Common
Skills Acrobatics +9, Athletics +6, Stealth +9
Str +1, Dex +4, Con +1, Int +0, Wis +2, Cha +0
AC 17; Fort +6, Ref +9, Will +5
HP 20
Speed 35 feet
Melee ◆ Dagger +9 (agile, finesse, versatile S), Damage 1d4+2 piercing.
Ranged ◆ Sling +9 (reload 1, range increment 50 ft), Damage 1d6+1 bludgeoning.
Fleet Escape ◆◆
The runner Steps, Strides, and Strides again. During these Strides, the runner gains a +10-foot status bonus to Speed.
Sound Alarm ▯ (reaction, auditory)
Trigger The runner spots non-bandit creatures entering the ambush zone. Effect The runner blows a sharp horn signal, granting all allies within 60 feet a +1 status bonus to Initiative rolls.