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Gerhard Pendergrast

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 34
Unspecific Lore: DC 32
Specific Lore: DC 29

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Gerhard PendergrastCreature 7

Legacy Content

Unique LE Medium Human Humanoid 
Source Pathfinder #146: Cult of Cinders pg. 37
Male human explorer
Perception +19
Languages Azlanti, Common
Skills Azlanti Lore +12, Deception +16, Diplomacy +10, Engineering Lore +12, Intimidation +16, Nature +14, Performance +14, Survival +16
Str +3, Dex +4, Con +5, Int +0, Wis -1, Cha +6
Items +1 leather armor, +1 striking whip, bag of holding type I (containing three kegs of black powder he intends to use at area A10, or empty if the PCs already confronted him at A10; see that area for more details), daggers (10), grapeshot, gunpowder, monocle, shoddy blunderbuss, tindertwigs (5)
AC 24; Fort +15, Ref +14, Will +9
HP 115
Whiplash [reaction] Trigger A creature within 10 feet of Gerhard uses an action with the move trait to leave a square. Effect Gerhard attempts to Trip the triggering creature. On a success, the creature also takes damage as if Gerhard hit with his whip Strike, and if the creature was flying, it falls 30 feet.
Speed 30 feet
Melee [one-action] whip +17 [+12/+7] (disarm, finesse, nonlethal, magical, reach 10 feet, trip), Damage 2d4-2+6 slashingMelee [one-action] fist +16 [+12/+8] (agile, finesse), Damage 1d4-2+6 bludgeoning plus manly left hookMelee [one-action] dagger +16 [+12/+8] (agile, finesse, versatile S), Damage 1d4-2+6 piercingRanged [one-action] dagger +16 [+12/+8] (agile, thrown 10 feet, versatile S), Damage 1d4-2+6 piercingManly Left Hook A creature struck by Gerhard's punch must succeed at a DC 21 Fortitude save or be stunned 1 (or stunned 3 on a critical failure).Shoddy Blunderbuss [two-actions] Gerhard fires an explosive shot from his blunderbuss that deals 4d6 bludgeoning damage plus 2d10 fire damage to all creatures in a 30- foot cone (DC 24 basic Reflex).
When firing the blunderbuss, Gerhard must succeed at a DC 18 Crafting or Engineering Lore check or the weapon explodes, damaging him for the same amount as the creatures in the cone and destroying itself. If someone other than Gerhard uses the weapon, they must critically succeed at the check. A successful DC 20 Crafting check is enough to confirm the weapon's unstable nature if someone examines it beforehand.
Reloading the blunderbuss takes 3 Interact actions: adding 1 dose of gunpowder, adding 1 grapeshot canister, and packing the contents.
Whip Swing [two-actions] (move) Requirement Gerhard is in a jungle, dense forest, or an area with numerous overhead beams. Effect Gerhard uses his whip to lash upward to wrap around an overhanging tree branch; he then swings up to 30 feet in a straight line, and must end the movement on solid ground or fall.