Gray Gardener Director General

Level 16
Creature· evilRareMediumLegacy
AC
39
HP
300
Speed
25 ft.
Perception
+28
Fort
+26
Ref
+27
Will
+30
Languages common, diabolic, elven, requian
Skills deception +31, intimidation +31, diplomacy +29, occultism +28, society +28, acrobatics +27, stealth +27
Recall Knowledge DC 40 (society)

Attacks

Melee Sword Cane +32 (agile, concealable, finesse), Damage 3d6+8 piercing
Melee Dagger +32 (agile, finesse, versatile-s), Damage 2d4+8 piercing
Melee Dagger +32 (agile, thrown 10 ft., versatile-s), Damage 2d4+8 piercing

Abilities

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

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 General'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.

Quick Draw

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

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

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 39 will save, or it doesn't count frightened creatures as allies and can't Aid them or flank with them. This effect lasts for 1 round (1 minute on a critical failure).