Grioth Cultist

Creature 3
  • rare
  • Medium
  • grioth
  • humanoid
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

Running this fight? Add the grioth cultist to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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