CREATURE 14
Human killer
Perception +26
Languages Common
Skills Acrobatics +25, Athletics +26, Deception +25, Intimidation +25, Society +22, Stealth +27 (+29 to Hide)
Str +4 Dex +5 Con +2 Int +0 Wis +4 Cha +3
Items executioner's hood, +2 striking hand crossbow (10 bolts), +2 striking kukri, shadow essence poison (3), studded leather
AC 36; Fort +22, Ref +27, Will +26
HP 255
Anonymity As Gray Gardener enforcer (page 14).
Gardener's Resolve As Gray Gardener enforcer (page 14).
Speed 25 feet
Melee kukri +29 (agile, finesse, trip), Damage 2d6+8 slashing
Ranged hand crossbow +29 (range increment 60 feet, reload 1), Damage 2d6+4 piercing
Instant Opening (concentrate) The Gray Gardener assassin distracts a creature within 30 feet, using a few choice words or gestures. The creature is flat-footed against the assassin's attacks until the end of the assassin's next turn. Depending on the distraction, this action gains either the auditory or the visual trait.
Mark for Death The Gray Gardener assassin designates a single creature they can see and hear as their mark. This effect lasts until the mark dies or the assassin uses Mark for Death again. The assassin gains a +2 circumstance bonus to Perception checks to Seek the mark and on Deception checks to Feint against the mark. The assassin's melee and ranged Strikes gain the deadly d8 weapon traits when attacking the mark.
Poison Weapon (manipulate) Requirements The Gray Gardener assassin is wielding a piercing or slashing weapon and has a free hand; Effect The assassin applies a poison to the weapon.
Quick Draw The Gray Gardener assassin Interacts to draw a weapon and then Strikes with that weapon.
Sneak Attack The Gray Gardener assassin deals an additional 6d6 precision damage to flat-footed creatures.
Surprise Attack On the first round of combat, creatures that haven't acted yet are flat-footed to the Gray Gardener assassin.
Night of the Gray Death, page 20.
Open Gray Gardener Assassin in the interactive creatures list or browse all creatures starting with G.