Grioth Scout
Creature 1 (uncommon) — grioth, humanoid
FlankerShadeLANDAERIALhumanoidgriothvoid
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; greater-darkvision, echolocation 20 feet
Languages aklo, grioth; telepathy 30 feet
Skills acrobatics +7, occultism +6, stealth +7
Str
+0
Dex
+4
Con
+2
Int
+1
Wis
+2
Cha
+0
Items Voidglass Kukri
AC 16
Fort +5
Ref +9
Will +7
HP 18
Immunities cold
Weaknesses fire 3
Speed 25 feet, fly 30 feet
Offense
Melee Kukri (agile, finesse, trip) +7, Damage 1d6 slashing
Melee Jaws (agile, finesse, unarmed) +7, Damage 1d4 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 17 Fortitude
Maximum Duration 6 rounds
Stage 1 Frightened 1 (1 round)
Stage 2 Frightened 2 (1 round)
Stage 3 Frightened 3 (1 round)
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.
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.
Occult Innate Spells DC 16, attack +8
1st Phantom Pain
Cantrips (1st) Daze, Detect Magic, Telekinetic Hand, Telekinetic Projectile
WORKS WELL WITH
AnvilLAND / AERIALA frontline body holds a target's attention so this skirmisher can land its venomous Strikes and slip away before retaliation.
SnareLAND / AERIALA controller that already has a target's Will worn down compounds the effect of this creature's mind-affecting Strike.
PUNISHES
✖ low Will✖ light reliance
This creature is impaired by bright light, so it does not pair well with allies whose tactics depend on illuminating the battlefield.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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