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Grioth Cultist

Creature 3 (rare) — grioth, humanoid

WeaverFlankerLANDAERIALhumanoidgrioth

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; greater-darkvision, echolocation 20 feet
Languages aklo, grioth; Telepathy 30 feet
Skills acrobatics +8, occultism +9, religion +10, stealth +10
Str
+0
Dex
+3
Con
+2
Int
+2
Wis
+3
Cha
+0
Items Voidglass Kukri
AC 18 Fort +7 Ref +10 Will +10
HP 40
Immunities cold
Weaknesses fire 5
Speed 25 feet, fly 30 feet

Offense

Melee Kukri (agile, finesse, trip) +10, Damage 1d6 + 2 slashing
Melee Jaws (agile, finesse, unarmed) +10, Damage 1d8 + 2 piercing plus Grioth Venom

Abilities

Greater Darkvision — A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
Telepathy 30 feet (aura, magical, mental) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Echolocation (Precise) 20 feet — A grioth can use its hearing as a precise sense at the listed range.
Light Blindness — When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.
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.
Divine Prepared Spells DC 20, attack +12
2nd Dispel Magic, Noise Blast
1st Fear, Harm, Heal (×2), Ventriloquism
Cantrips (2nd) Divine Lance, Forbidding Ward, Message, Prestidigitation, Stabilize
Occult Innate Spells DC 19, attack +11
1st Phantom Pain
Cantrips (1st) Daze, Detect Magic, Telekinetic Hand, Telekinetic Projectile

WORKS WELL WITH

AnvilLAND / AERIALA durable frontline ally occupies melee while the cultist casts fear and mental damage from range.
SnareLANDA controller keeps enemies grouped for the area invocation.
SniperLAND / AERIALRanged support exploits Frightened targets from the venom or invocation.

PUNISHES

✖ low Will saves✖ clumping✖ standing still
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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