Grioth

System: Pathfinder | SRD

Grioth CR 1
XP 400
Init +4 ; Senses blindsight 20 ft., see in darkness; Perception +6 (+10 in darkness)
Defense
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 13 (2d10+2)
Fort +1, Ref +7, Will +6
Immune cold
Weaknesses light sensitivity
Offense
Speed 30 ft., fly 40 ft. (average)
Melee mwk kukri +3 (1d4+1/18–20 plus 1d4 nonlethal), bite –3 (1d6 plus poison)
Special Attacks mindshock, psychic weapons
CMB +2 CMD 16
Statistics
Str 10,, Dex 18,, Con 12,, Int 13,, Wis 13,, Cha 11
Base Atk +2
Feats Iron Will
Skills Fly +9, Knowledge (geography) +3, Perception +6 (+10 in darkness), Sense Motive +3, Stealth +9
Languages Aklo, Grioth; telepathy 30 ft.
SQ no breath
Special Abilities
Mindshock (Su) Whenever a grioth damages a creature with a psychic weapon, a surge of violent psychic energy pulses into the victim’s body, causing an additional 1d4 points of nonlethal damage. On a confirmed critical hit, this additional nonlethal damage does not increase, but the creature struck must succeed at a DC 13 Will save or become confused for 1d2 rounds. This is a mind-affecting effect. The save DC is Charisma-based and includes a +2 racial bonus.
Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect shaken for 1 round; cure 1 save.
Psychic Weapons (Ex) A grioth’s weapons are made from a strange metal that causes slashing and piercing weapons to deal 1 additional point of damage and allow the grioth to use its mindshock ability.
, The Dragon's Demand pg. 62

Add to encounter | Back to Monsters