Gray Gardener EnforcerCreature 17
Source Pathfinder Adventure: Night of the Gray Death
Perception +28 (darkvision)
Languages Common, Necril
Skills Athletics +34, Intimidation +31, Medicine +30, Society +30, Stealth +30
Str +7, Dex +3, Con +5, Int +3, Wis +5, Cha +4
AC 39; Fort +26; Reflex +27; Will +30;
HP 350 (negative healing)
Speed 25 feet
Weaknesses Slashing 15
Spiked Chain +35 (+30, +25) to hit (disarm, trip) 3d8+13 Slashing
Fist +33 (+29, +25) to hit (agile) 3d8+13 Bludgeoning
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Negative HealingA creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.
AnonymityThe Gray Gardener enforcer 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.
Consecration VulnerabilityA Gray Gardener enforcer in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by Sanctified Ground, is Slowed 1.
Gardener's ResolveTrigger The Gray Gardener enforcer 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 enforcer's features are obscured by a mask or hood
Effect The Gray Gardener enforcer takes 3d8 mental damage, and the saving throw is a success.
Nourishing FeastThe Gray Gardener enforcer spends 1 hour consuming 1 Bulk of raw meat to reverse their body's putrescence. For 1 hour, the Gray Gardener enforcer appears to be a pale, bloated human. They have an automatic result of 32 on Deception checks and DCs to pass as a non-mortic human. While under the effects of Nourishing Feast, Rotting Flesh ceases to function.
Rotting FleshAny creature that hits the Gray Gardener enforcer with an unarmed attack, tries to Grapple them, or otherwise touches the gurgist is covered with rotten flesh and putrid fluids. The creature must succeed at a DC 36 fortitude save or become Sickened 1 (Sickened 2 on a critical failure).
Chain GarotteThe Gray Gardener enforcer's spiked chain Strike deals 2d8 Persistent Bleed Damage, and they can use it to Grab up to two foes. The enforcer can still attack with their spiked chain if they Grab one creature, but not when they Grab two.
Death Gasp (divine, necromancy)The Gray Gardener enforcer draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead. The Gray Gardener enforcer gains the undead trait and becomes immune to bleed, death effects, disease, Paralyzed, poison, and sleep. Any such effects the Gray Gardener is currently suffering from are suspended but take effect again once they take a breath. Death Gasp lasts as long as the Gray Gardener enforcer holds their breath.
Greater Constrict3d8+7 slashing damage, DC 38 basic fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
Traits
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.
HumanA 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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.