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PFS StandardGrioth Scout

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.

Recall Knowledge - Humanoid (Society): DC 17
Unspecific Lore: DC 15
Specific Lore: DC 12

Elite | Normal | Weak
Proficiency without Level

Grioth ScoutCreature 1

Legacy Content

Uncommon CE Medium Grioth Humanoid 
Source Bestiary 3 pg. 122
Perception +7; greater darkvision, echolocation (precise) 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
Echolocation A grioth can use its hearing as a precise sense at the listed range.
Items voidglass kukri
AC 17; Fort +5, Ref +9, Will +7
HP 16; 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 [one-action] kukri +7 [+3/-1] (agile, finesse, trip), Damage 1d6 slashingMelee [one-action] jaws +7 [+3/-1] (agile, finesse), Damage 1d4 piercing plus grioth venomOccult Innate Spells DC 16, attack +8; 1st phantom pain; Cantrips (1st) daze, detect magic, mage hand, telekinetic projectile
Grioth Venom (emotion, fear, mental, poison) Saving Throw Fortitude DC 17; Maximum Duration 6 rounds; Stage 1 frightened 1 (1 round); Stage 2 frightened 2 (1 round); Stage 3 frightened 3 (1 round)Shock Mind [two-actions] (enchantment, 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.

All Monsters in "Grioth"

NameLevel
Grioth Cultist3
Grioth Scout1

Grioth

Source Bestiary 3 pg. 122
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 awful cold on these wandering worlds and convert them into planetary temples devoted to the dark gods of the Elder Mythos. From these bastions of frozen darkness, grioths seek out warm, living worlds to tear away from their respective suns through forbidden rituals, a process that often takes numerous generations.

A single cultist typically leads a grioth scouting party, and the group seeks out a disused or forgotten location on the fringe of rural settlements as their initial invasion point. Over several generations, a grioth settlement grows powerful and conquers the surrounding cultures, and eventually, powerful grioths descend from the stars to begin the next stage of planetary conquest.

Grioths speak a language composed of trills and clicks. While capable of speaking other languages, they do so in dry, raspy voices. As grioths have wings, wriggling tails, and four-eyed, bat-like visages, many cultures mistakenly associate them with the evil Outer Planes, but they very much belong to this reality.

Sidebar - Advice and Rules Haunter in the Dark

Nyarlathotep is often venerated by grioths in a bat-like incarnation with a three-lobed burning eye known as the Haunter in the Dark. His symbol is a circle with wing-shaped arms and he grants the following benefits.

Sidebar - Additional Lore Void Glass

Voidglass is an otherworldly crystalline material that resembles pale blue glass but possesses the strength of iron. It becomes soft and workable when exposed to the right combination of cosmic radiation and lack of atmosphere