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Grioth Scout

Creature 1 (uncommon) — grioth, humanoid

The first grioths encountered on a new world are scouts. Typically traveling the vastness of space via one-way portals from their home worlds, grioth scouts never expect to see their homes again, as grioth leadership ensures true devotion to the colonization effort by stranding them on new worlds. Planets that drift out of orbit from their stars grow cold and lifeless as they float through the Dark Tapestry. Such dead worlds are coveted by the horrific creatures known as grioths, who endure the

Source: pathfinder-monster-core-2

Perception +7
Skills acrobatics +7, occultism +6, stealth +7
Str
+0
Dex
+4
Con
+2
Int
+1
Wis
+2
Cha
+0
AC 16 Fort +5 Ref +9 Will +7
HP 18
Immunities cold
Weaknesses fire 3
Speed 25 feet, fly 30 feet

Offense

Melee Kukri +7, Damage 1d6 slashing
Melee Jaws +7, Damage 1d4 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 17 Fortitude Maximum Duration 6 rounds Stage 1 Frightened 1 (1 round) Stage 2 Frightened 2 (1 round) Stage 3 Frightened 3 (1 round)
Shock Mind (mental, occult) — The grioth scout makes a Strike with a voidglass weapon. If the Strike hits, it deals an additional 1d6 mental damage, and the target must succeed at a DC 17 Will save (this has the incapacitation trait) or become Confused for 1 round.

Spells

Daze (rank 1)
Detect Magic (rank 1)
Phantom Pain (rank 1)
Telekinetic Hand (rank 1)
Telekinetic Projectile (rank 1)

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