This humanoid fiend has an overly long torso, black eyes, and a mouth full of razor-sharp teeth. It wears black robes that cover most of its rotting, frostbitten flesh.
Harbinger of Broken Deals, Fine Print, and Unfair Bargains CR 22
AC 40, touch 28, flat-footed 30 (+8 deflection, +10 Dex, +12 natural)
hp 377 (26d10+234)
Fort +17, Ref +25, Will +24
DR 20/good and silver; Immune acid, charm, compulsion, death effects, disease, emotion, enchantments, mind-reading, poison; Resist cold 30, electricity 30, fire 30; SR 33
Speed 30 ft., burrow 60 ft., fly 60 ft. (perfect)
Melee toxic quill +41/+36/+31/+26 (3d6+15/17–20 plus poison)
Ranged toxic quill +41 (3d6+15/17–20 plus poison)
Spell-Like Abilities (CL 26th; concentration +35)
At will—dimension door, mirror image
3/day—displacement, quickened mirror image, power word blind, power word stun, symbol of insanity (DC 27), symbol of persuasion (DC 25), symbol of strife (DC 28), symbol of stunning (DC 26)
1/day—quickened mass hold person (DC 26), overwhelming presence (DC 28), quickened power word kill
Str 21, Dex 30, Con 28, Int 25, Wis 28, Cha 29
Base Atk +26; CMB +31; CMD 59
Feats Ability Focus, Combat Casting, Combat Expertise, Deadly Aim, Greater Vital Strike, Improved Critical (dagger), Improved Initiative, Improved Vital Strike, Quicken Spell-Like Ability (mass hold person), Quicken Spell-Like Ability (mirror image), Quicken Spell-Like Ability (power word kill), Vital Strike, Weapon Finesse
Skills Appraise +20, Bluff +38, Diplomacy +38, Disguise +35, Fly +34, Intimidate +38, Knowledge (history) +20, Knowledge (nobility) +33, Knowledge (planes) +23, Linguistics +36, Perception +38, Profession (barrister) +38, Sense Motive +38, Spellcraft +33, Stealth +39
Languages Abyssal, Common, Dwarven, Elven, Gnome, Halfling, Infernal; telepathy 300 ft.
SQ daemonic harbinger traits, deft of hand
Daemonic Harbinger Traits
A daemonic harbinger is a powerful daemon that has not yet made the full transition from unique daemon to a horseman. It has several traits, as summarized here.
- Immunity to acid, charm and compulsion effects, death effects, disease, and poison.
- Resistance to cold 30, electricity 30, and fire 30.
- Telepathy 300 feet.
- The harbinger’s natural weapons, as well as any weapon it wields, are treated as evil for the purpose of overcoming damage reduction.
- The harbinger can grant spells to its worshipers. Granting spells does not require any specific action on its behalf. Harbinger of Broken Deals, Fine Print, and Unfair Bargains grants access to the domains of Evil, Knowledge, Rune and Trickery. His favored weapon is the light mace.
Deft of Hand (Ex)
He wields his quill as both an instrument of ensnarement and a deadly weapon.
As a swift action, he can attempt a Profession (barrister) check to write a full contract for any situation. The result of this check is the DC for creatures attempting a Linguistics or Profession (barrister) check to identify loopholes or flaws within the contract in his favor.
Fine Print Aura (Su)
All written texts within the radius of this aura become unintelligibly dense and convoluted. Scrolls used within the aura automatically risk a mishap; the DC of the Wisdom check required to negate the mishap is 15 instead of DC 5. A scroll’s user can spend a move action to attempt a DC 30 Linguistics or Profession (barrister) check to parse the text and use the scroll normally; failing this check results in a mishap.
Toxic Quill (Su)
His quill is a manifestation of his spirit and is treated as a +5 dagger that functions as a natural attack and deals 3d6 points of piercing damage on a hit. He can throw the quill as a ranged attack against any creature within 120 feet. As a full-round action, he can instead make a ranged attack against all foes within 60 feet. He can instantly re-form his toxic quill as a free action. For each attack he makes with the quill, he can select one of the following poisons to apply to the attack. If the attack is a confirmed critical hit, the DC of the poison increases by 6 and can affect creatures with poison immunity. The save DCs are Constitution-based.
- Broken Oath: injury; save Fort DC 32; frequency 1/minute for 10 minutes; effect 1d6 Wis and controlled by him as per dominate monster for the duration of the poison; cure 2 consecutive saves.
- Promise of Power: injury; save Fort DC 32; frequency 2/round for 3 rounds; effect 2d6 Str; cure 2 consecutive saves or agree to telepathically transmitted contract with him, which acts as a geas and instantly heals the applied ability damage.
- Silence: injury; save Fort DC 32; frequency 1/round for 6 rounds; effect 2d4 Con damage and cannot speak until the ability damage is healed; cure 2 consecutive saves.
Environment any (Abaddon)
A being of immense power serves the Horseman of Famine, though only to fulfill an ongoing contract with the horseman. He appears as a frostbitten human with weasel-like features, bedecked in ink-smeared clothing. His followers are generally administrators, barristers, clerks, or those highly placed in judicial or political environments. He preys on mortals unable to fully grasp his contracts, though he enjoys a challenge and seeks out haughty nobles or intellectuals who believe themselves immune to such treachery. He frequently appears to powerful and influential mortals to seed contracts and deals across the Material Plane.
The harbinger of broken deals rules from an expansive set of tunnels dug into the bottom of a glacier. Deep within the glacier, he maintains a vast library of all the contacts and documentation on his various schemes throughout the cosmos, with each plane and world tended to by its own unique bibliodaemon caretaker. He also keeps the true versions of many historical records that he and his agents have altered or replaced over the years as vainglorious trophies within his archival sanctum.
Pathfinder Campaign Setting: Druma, Profit and Prophecy © 2019, Paizo Inc.; Authors: John Compton and Thurston Hillman