Grioth Cultist
Creature 3- 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
Greater Darkvision
Telepathy 30 feet (aura, magical, mental)
Echolocation (Precise) 20 feet A grioth can use its hearing as a precise sense at the listed range.
- AC
- 18; Fort +7, Ref +10, Will +10
- HP
- 40; Immunities cold; Weaknesses fire 5
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).
- Speed
- 25 feet, fly 30 feet
Melee ◆ kukri +10 (agile, finesse, trip), Damage 1d6 + 2 slashing
Melee ◆ jaws +10 (agile, finesse, unarmed), Damage 1d8 + 2 piercing plus Grioth Venom
Divine Prepared Spells DC 20, attack +12; 2nd dispel magic, noise blast; 1st fear, harm, heal, ventriloquism; Cantrips (1st) divine lance, forbidding ward, message, prestidigitation, stabilize
Occult Innate Spells DC 19, attack +11; 2nd phantom pain; Cantrips (1st) daze, detect magic, telekinetic hand, telekinetic projectile
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 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.
Source: Pathfinder Monster Core 2