Grioth Scout
Creature 1- 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
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
- 16; Fort +5, Ref +9, Will +7
- HP
- 18; Immunities cold; Weaknesses fire 3
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 +7 (agile, finesse, trip), Damage 1d6 slashing
Melee ◆ jaws +7 (agile, finesse, unarmed), Damage 1d4 piercing plus Grioth Venom
Occult Innate Spells DC 16, attack +8; 1st phantom pain; Cantrips (1st) daze, detect magic, telekinetic hand, telekinetic projectile
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.
Source: Pathfinder Monster Core 2