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Toady

These minions perform the thankless tasks that keep their master's vile machine running. Whether out of loyalty or fear, a toady serves their boss faithfully.

Recall Knowledge - Humanoid (Society): DC 14
Unspecific Lore: DC 12
Specific Lore: DC 9

Elite | Normal | Weak
Proficiency without Level

ToadyCreature 0

Medium Human Humanoid 
Source NPC Core pg. 152
Perception +3; (9 to eavesdrop)
Languages Common; one additional language spoken by their boss
Skills Athletics +4, Deception +2, Stealth +6, Thievery +4
Str +2, Dex +2, Con +3, Int -1, Wis +1, Cha +0
Master Sends Their Regards A toady can deliver a message from their boss to Demoralize using their boss's Intimidation modifier instead of their own.
Items sap, supplies for the boss
AC 14; Fort +9, Ref +6, Will +3
HP 20; Weaknesses mental 2
Human Shield [reaction] Trigger The toady's boss takes damage from an attack, and the toady is adjacent to them; Effect The toady takes the damage instead, along with any secondary effects of attack. This damage can't be reduced in any way.
Speed 25 feet
Melee [one-action] sap +6 [+2/-2] (agile, nonlethal), Damage 1d6+2 bludgeoningMelee [one-action] fist +6 [+2/-2] (agile, nonlethal, unarmed), Damage 1d4+2 bludgeoningScurry [one-action] The toady Strides, then can Hide. They can attempt to Hide from creatures without cover or being concealed, but at a –2 circumstance penalty.Throw Cargo [two-actions] A toady carries a heavy load of supplies at their boss's behest. They hurl a heavy item they're carrying, which explodes on impact to deal 1d10 bludgeoning damage to all creatures in a 5-foot burst with a DC 14 basic Reflex save.

Sidebar - Treasure and Rewards Perks Of The Job

A toady who works for a powerful boss may be granted special abilities or gifts. For example, a high-level spellcaster might give them a wand of sending, or an assassin may give them a single dose of a deadly poison to use on a problematic enemy.

All Monsters in "Villain"

NameLevel
Champion of Rovagug5
Conspiracist0
Deluded Mob4
Despot5
Fiend Caller3
Fleshwarper7
Gang Leader7
Hero Hunter13
Interrogator6
Mastermind4
Propaganist3
Reckless Scientist6
Saboteur2
Toady0
Warmonger10
Wealthy Vigilante8
World Ender16

Villain

Source NPC Core pg. 152
Villains pursue selfish and cruel goals, trampling over anyone in their way.

Sidebar - Additional Lore Golarion's Most Wanted

Here are a few of the most notorious villains in the history of Golarion.

Queen Abrogail II: The ruler of Cheliax devotes herself to Asmodeus, and tyrannically rules her diabolic nation completely confident of the supremacy of herself and her country.
Tar-Baphon: The ancient lich called the Whispering Tyrant invaded nation after nation with his undead hordes, slayed a divine herald, and even now has arisen again and regrouped in the Gravelands.
The Runelords: The seven rulers of ancient Thassilon mastered powers of magical runes, letting them rule in ancient times and return again and again in centuries since to try to take back the power they once had.

Sidebar - Additional Lore Manipulative Evil

Villains who use the power of ideas— like the conspiracist and propagandist found here—aren't particularly effective combatants. Instead, they rely on dupes or other villains (like the deluded mob or warmonger) to physically enact their evil ideologies. They're also adaptable, though the conspiracist usually keeps their conspiracies and themes centered around themself and close allies, while the propagandist typically works their machinations with the consent of the state, using half-truths and manipulative framing to serve those in power and be well paid for their trouble.

Sidebar - Advice and Rules Recurring Villains

Villains are just as devoted to their evil schemes as heroes are to justice or freedom. Villains make excellent recurring NPCs. The section on NPC advancement is especially useful for villains. To tell more varied stories, a GM can have the villains join up with new groups of followers or be under the employ of new benefactors, using their villainous skills for a new cause.

Sidebar - Advice and Rules Relative Villainy

These characters are clearly set out as villains within the structure of a Pathfinder adventure's story, but that doesn't mean the people in the world see them as such universally. Villains often work best when otherwise well-meaning civilians are unable to see their malice, or when the villain is so charismatic or powerful they can bring others under their sway. You can use an influence encounter to play out the player characters trying to sway a powerful person away from the villain's influence, or even have both the PCs and the villain racing to influence the same person.