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Gray Gardener Director GeneralCreature 16


RareLEMediumHumanHumanoid
Source Pathfinder Adventure: Night of the Gray Death
Perception +28
Languages Common, Elven, Infernal, Requian
Skills Acrobatics +27, Deception +31, Diplomacy +29, Intimidation +31, Occultism +28, Society +28, Stealth +27
Str +2, Dex +5, Con +1, Int +4, Wis +2, Cha +5

AC 39; Fort +26; Reflex +27; Will +30;
HP 300
Speed 25 feet

Sword Cane One Action +32 (+28, +24) to hit (agile, concealable, finesse) 3d6+8 Piercing
Dagger One Action +32 (+28, +24) to hit (agile, finesse, versatile s) 2d4+8 Piercing
Dagger One Action +32 (+28, +24) to hit (agile, thrown 10, versatile s) 2d4+8 Piercing

Anonymity

The Gray Gardener Director General has a +2 circumstance bonus to Deception checks and saving throws to conceal their identity and a +2 circumstance bonus to their Deception DC against effects that ferret out information about the Gray Gardener's identity.

Gardener's Resolve Reaction

Trigger The Gray Gardener Director General rolls a failure (but not a critical failure) on a Will save against an effect with the mental or fear trait Requirements The Gray Gardener Director General's features are obscured by a mask or hood


Effect The Gray Gardener Director General takes 3d8 mental damage, and the saving throw is a success.

Quick Draw One Action

The director general Interacts to draw a weapon, and then Strikes with that weapon.

Skewer the Fearful

The director general's Strikes deal an additional 4d6 precision damage to frightened creatures. If the Strike against a frightened creature is a critical hit, the creature doesn't automatically reduce its frightened condition at the end of its next turn.

Stern Glare Free Action (concentrate, visual)

Trigger The director general's turn begins


Effect The director general attempts to Demoralize a creature within 60 feet that they can see and that can see the director general.

Whispers of Superiority One Action (audible, concentrate, mental)

The director general utters a few words to a non-frightened target within 60 feet that can hear them, bolstering the target's indignation of cowards. The target creature must succeed at a DC 39 will save, or it doesn't count frightened creatures as allies and can't Aid them or flank with them. This effect lasts for 1 round (1 minute on a critical failure).



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.