Grioth Cultist
Creature 3 (rare) — grioth, humanoid
Grioth cultists represent the lowest tier of their remorseless cult-worshippers of the Elder Mythos tasked with leading scouting missions into new worlds. Though ranked above scouts in the chain of command, they occupy a lowly place in the overall religious hierarchy. Though whispered rumors describe the legendary rituals needed to wrench worlds from their suns, these cultists don't learn this potent magic. Such secrets are left to grioth high priests, who are always the last to arrive in a colo
Source: pathfinder-monster-core-2
Perception +10
Skills acrobatics +8, occultism +9, religion +10, stealth +10
Str
+0
Dex
+3
Con
+2
Int
+2
Wis
+3
Cha
+0
AC 18
Fort +7
Ref +10
Will +10
HP 40
Immunities cold
Weaknesses fire 5
Speed 25 feet, fly 30 feet
Offense
Melee Kukri +10, Damage 1d6 + 2 slashing
Melee Jaws +10, Damage 1d8 + 2 piercing
Abilities
Greater Darkvision — Greater Darkvision
Telepathy 30 feet (aura, magical, mental) — Telepathy
Echolocation (Precise) 20 feet — A grioth can use its hearing as a precise sense at the listed range.
Light Blindness — Light Blindness
No Breath — A grioth doesn't breathe except to speak and is immune to effects that require breathing (such as an inhaled poison).
Grioth Venom (emotion, fear, mental, poison) — Saving Throw DC 20 Fortitude
Maximum Duration 6 rounds
Stage 1 Frightened 1 (1 round)
Stage 2 Frightened 2 (1 round)
Stage 3 Frightened 3 (1 round)
Invoke Haunter of the Dark (divine, mental, visual) — Frequency once per day
Effect The grioth cultist waves a hand in a complex pattern to invoke dark powers, dealing 3d8 mental damage. Each non-grioth creature within 20-foot emanation{20 feet} must attempt a DC 20 Will save.
**Critical Success** The creature is unaffected.
**Success** The creature takes half damage
**Failure** The creature takes full damage and becomes Stupefied 1 for 1 round
**Critical Failure** The creature takes double damage and becomes stupefied 1 for 1 minute.
Shock Mind (mental, occult) — The grioth cultist makes a Strike with a voidglass weapon.
If the Strike hits, it deals an additional 2d6 mental damage, and the target must succeed at a DC 20 Will save (this has the incapacitation trait) or become Confused for 1 round.
Spells
Dispel Magic (rank 2)
Noise Blast (rank 2)
Daze (rank 1)
Detect Magic (rank 1)
Divine Lance (rank 1)
Fear (rank 1)
Forbidding Ward (rank 1)
Harm (rank 1)
Heal (rank 1)
Message (rank 1)
Phantom Pain (rank 1)
Prestidigitation (rank 1)
Stabilize (rank 1)
Telekinetic Hand (rank 1)
Telekinetic Projectile (rank 1)
Ventriloquism (rank 1)
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