🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Gray Gardener EnforcerCreature 17


RareMediumEvilHumanHumanoidMortic
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 (void healing)
Speed 25 feet
Weaknesses Slashing 15

Spiked Chain One Action +35 (+30, +25) to hit (disarm, trip) 3d8+13 Slashing + 2d8 Bleed
Fist One Action +33 (+29, +25) to hit (agile, unarmed) 3d8+13 Bludgeoning

Anonymity

The 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 Vulnerability

A Gray Gardener enforcer in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by Anointed Ground, is Slowed 1.

Gardener's Resolve Reaction

Trigger 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 Feast

The 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 Flesh

Any 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).

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Chain Garotte

The Gray Gardener enforcer's spiked chain Strike deals 2d8 bleed, 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 One Action (divine)

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.

Effect: Death Gasp

Greater Constrict One Action

(3d8+7) slashing, DC 38 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.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.



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.

Mortic

Mortics are living humanoids with close ties to undeath. They have darkvision, negative healing, and vulnerabilities to sacred ground, and they can become undead by holding their breath.