Kyton, Harriken
CR 4 LE Outsider (extraplanar)
This humanoid has pale skin, wears skin-tight leathers, and has a leering face with blank eyes and a crown of small horns. Its neck appears to have a mechanical system of clamps and hooks installed, as if holding the head in place.
Harrikens are sometimes referred to as headhunter kytons. They are the servitors of Raetorgash the Skull Collector, and scour the cosmos looking for the heads of interesting or notable individuals. Once they find a suitable head, they remove it and add it to their collection, wearing it in order to masquerade as their victim. Thus, they can put themselves in a position to collect additional heads, and maintain the collection in good shape through magic.
While wearing the head of another creature, a harriken can use its senses as well as assume its form, and they often keep a head or two in stock with unusual senses if they need them. If they consider themselves to be in great danger, they will hide their head or entrust it to a servant or ally—if slain while headless, a harriken will get back up in a short while as if nothing was wrong. If its hidden head is destroyed, however, the harriken dies.
Harrikens advance by class level, favoring classes that improve their stealth and cunning such as bard or rogue. Occult classes are also popular—although their own minds are diffuse throughout their body, harrikens are fascinated by the connection between brains and personality, and some delve into the phrenological arts.
Harriken CR 4
XP 1,200
LE Medium outsider (evil, extraplanar, kyton, law)
Init +2; Senses blindsight 15 ft., darkvision 60 ft., Perception +10
Defense
AC 17, touch 12, flat-footed 15 (+2 Dex, +2 natural, +3 armor)
hp 30 (4d10+8); regeneration 2 (good and silver)
Fort +5, Ref +6, Will +7
DR 5/silver; Immune cold; SR 15
Defensive Abilities absorb electricity, rejuvenation
Offense
Speed 30 ft.
Melee 2 slams +6 (1d6+2) or masterwork greataxe +7 (1d12+3/x3)
Special Abilities unnerving gaze (Will DC 15)
Spell-like Abilities CL 4th, concentration +7
At will—bane (DC 14)
3/day—gentle repose, ray of enfeeblement (DC 14)
1/day—ghoul touch (DC 15)
Statistics
Str 15, Dex 15, Con 15, Int 16, Wis 16, Cha 16
Base Atk +4; CMB +6; CMD 18
Feats Deceitful, Great Fortitude
Skills Acrobatics +9, Bluff +12, Disguise +12, Heal +10, Intimidate +10, Linguistics +10, Perception +10, Sense Motive +10, Stealth +9
Languages Common, Infernal, any four
SQ infernal disguise, steal head
Ecology
Environment any land or underground (Shadow Plane)
Organization solitary or party (2-5)
Treasure standard (masterwork studded leather, masterwork greataxe, other treasure)
Special Abilities
Absorb Electricity (Su) A harriken takes no damage from electrical spells or effects. Whenever it would take electricity damage, it heals 1 hit point for every 3 points of damage it would otherwise take. Hit points in excess of its maximum hp are gained as temporary hit points.
Infernal Disguise (Su) While wearing another creature’s head, as long as the creature has a roughly humanoid shape, a harriken can disguise itself as that creature at will. While so disguised, the harriken gains a +10 bonus to all Disguise checks to appear as that individual. This is an illusion effect. A creature interacting with a harriken can disbelieve the disguise with a successful DC 15 Will save. The save DC is Charisma based. The harriken can assume or dismiss the disguise at will as a standard action.
Rejuvenation (Su) A harriken without a head, or wearing the head of another creature, returns to life 1 hour after it is slain at -1 hit points. In order to kill the harriken, its real head must be found and destroyed (AC 8, hp 5).
Steal Head (Ex) A harriken can detach its own head or attach a severed head to its neck as a standard action. This head must be relatively fresh and from a creature of Small, Medium or Large size. A harriken without a head is staggered and blind, but can sense the world around it with its blindsight. A harriken wearing a head other than its own gains the senses of the creature it has taken the head of (such as darkvision, low-light vision, scent), as well as a bite or gore attack if appropriate.
Unnerving Gaze (Su) A creature that fails a DC 15 Will save within 30 feet of a harriken must keep its eyes on the creature as long as it remains within 30 feet, as if under the effects of a lock gaze spell. This is a mind-influencing compulsion effect, and the save DC is Charisma based. This does not affect creatures when the harriken is using its infernal disguise ability.