Gerhard Pendergrast

Level 8
Creature· evilUniqueMediumLegacy
AC
26
HP
135
Speed
25 ft.
Perception
+19
Fort
+17
Ref
+16
Will
+11
Languages azlanti, common
Skills deception +18, intimidation +18, survival +18, nature +16, performance +16, diplomacy +12
Recall Knowledge DC 34 (society)

Attacks

Melee Whip +19 (disarm, finesse, magical, nonlethal, reach 10 ft., trip), Damage 2d4+6 slashing
Melee Fist +18 (agile, finesse, unarmed), Damage 1d4+6 bludgeoning
Melee Dagger +18 (agile, finesse, versatile-s), Damage 1d4+6 piercing
Melee Dagger +18 (agile, thrown 10 ft., versatile-s), Damage 1d4+6 piercing

Abilities

Whiplash

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.

Manly Left Hook

A creature struck by Gerhard's punch must succeed at a DC 23 fortitude save or be Stunned 1 (or Stunned 3 on a critical failure).

Shoddy Blunderbuss◆◆

Gerhard fires an explosive shot from his blunderbuss that deals 4d6 bludgeoning 2d10 fire to all creatures in a 30-foot area (DC 26 reflex).

When firing the blunderbuss, Gerhard must succeed at a DC 20 crafting or DC 20 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 22 crafting check i

Whip Swing◆◆

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.