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Iazmilor



Recall Knowledge - Humanoid (Society): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

Elite | Normal | Weak
Proficiency without Level

IazmilorCreature 8

Legacy Content

NE Medium Grioth Humanoid 
Source Pathfinder #200: Seven Dooms for Sandpoint pg. 89
Grioth priest of Azathoth
Perception +8; greater darkvision, echolocation (precise) 30 feet
Languages Aklo, Grioth; telepathy 30 feet
Skills Acrobatics +8, Occultism +9, Religion +10, Stealth +10
Str +4, Dex +6, Con +4, Int +3, Wis +4, Cha +4
Echolocation A grioth can use its hearing as a precise sense at the listed range.
Items wand of blindness, +1 striking voidglass warhammer
AC 9; Fort +-3, Ref +1, Will +-1
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] warhammer +9 [+4/-1] (shove), Damage 2d8+6 bludgeoningMelee [one-action] jaws +8 [+4/+0] (agile, finesse), Damage 2d8+6 piercing plus grioth venomDivine Prepared Spells DC 18, attack +10; 4th divine wrath, heal, outcast's curse; 3rd dispel magic, heal, vampiric touch; 2nd create food, silence, spiritual weapon; 1st bane, fear, ray of enfeeblement; Cantrips (4th) divine lance, message, prestidigitation, shield, stabilize
Occult Innate Spells DC 15, attack +7; 4th phantom pain; Cantrips (4th) daze, detect magic, mage hand, telekinetic projectile
Grim Curse of Azathoth [two-actions] (curse, divine, emotion, enchantment, mental Frequency once per day) Effect Ziradini invokes Azathoth's name in Aklo as he stares at a creature he can see within 30 feet. His eyes glow orange, and the target endures a brief vision of the seething chaos that churns at the center of the Material Plane and, for that instant, beholds their own insignificance in the cosmos. The target must attempt a DC 18 Will save.
Critical Success The creature is unaffected.
Success The creature becomes stupefied 1 for 1 hour.
Failure The creature becomes stupefied 1, and the first time each night they gaze upon the night sky, they must make a DC 26 Will save or they increase the value of their stupefied condition by 1 (to a maximum of stupefied 4, or they become stupefied 1 if they do not have this condition). Even if the stupefied condition is removed, the target must continue to save upon gazing upon the night sky once per night until the curse is removed.
Critical Failure As failure, but the target feels the weight of the cosmos when the sun sets on their homeland, wherever they may be in the Material Plane or the Great Beyond—they need not gaze upon the night sky.
Grioth Venom (emotion, fear, mental, poison) Saving Throw Fortitude DC 9; 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 4d6 mental damage, and the target must succeed at a DC 18 Will save (this has the incapacitation trait) or become confused for 1 round.