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Gray Gardener Director General

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Elite | Normal | Weak
Proficiency without Level

Weak Gray Gardener Director GeneralCreature 15

Legacy Content

Rare LE Medium Human Humanoid 
Source Night of the Gray Death pg. 21
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 39 (includes +5 from Rare) • Humanoid (Society)
Human administrator
Perception +26
Languages Common, Elven, Infernal, Requian
Skills Acrobatics +25, Deception +29, Diplomacy +27, Intimidation +29, Occultism +26, Society +26, Stealth +25
Str +2, Dex +5, Con +1, Int +4, Wis +2, Cha +5
Items +2 greater striking sword cane, +2 striking dagger (2), +1 resilient glamered breastplate, ceramic mask
AC 37; Fort +24, Ref +25, Will +28
HP 280
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 generals'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.
Speed 25 feet
Melee [one-action] sword cane +30 [+26/+22] (agile, concealable, finesse), Damage 3d6-2+8 piercingMelee [one-action] dagger +30 [+26/+22] (agile, finesse, versatile S), Damage 2d4-2+8 piercingRanged [one-action] dagger +30 [+26/+22] (agile, thrown 10 feet, versatile S), Damage 2d4-2+8 piercingQuick 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] (auditory, 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 37 Will save, or it doesn't count frightened creatures as allies and can't Aid them or f ank with them. This effect lasts for 1 round (1 minute on a critical failure).

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