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There is a Legacy version here.

Grioth Scout

The first grioths encountered on a new world are scouts. After traveling from their home worlds across the vastness of space via one-way portals, grioth scouts never expect to see their homes again, as grioth leadership ensures true devotion to the colonization effort by stranding scouts on their new planets.

Recall Knowledge - Humanoid (Society): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Grioth ScoutCreature 4

Uncommon Medium Grioth Humanoid 
Source Monster Core 2 pg. 179
Perception +9; greater darkvision, echolocation (precise) 20 feet
Languages Aklo, Grioth; telepathy 30 feet
Skills Acrobatics +9, Occultism +8, Stealth +9
Str +0, Dex +4, Con +2, Int +1, Wis +2, Cha +0
Echolocation A grioth can use their hearing as a precise sense at the listed range.
Items voidglass kukri
AC 18; Fort +7, Ref +11, Will +9
HP 33; 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 +9 [+5/+1] (agile, finesse, trip), Damage 1d6+2 slashingMelee [one-action] jaws +9 [+5/+1] (agile, finesse), Damage 1d4+2 piercing plus grioth venomOccult Innate Spells DC 18, attack +10 (+4 dmg); 1st phantom pain; Cantrips (1st) daze, detect magic, telekinetic hand, telekinetic projectile
Grioth Venom (emotion, fear, mental, poison) Saving Throw DC 19 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 [two-actions] (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 19 Will save (this has the incapacitation trait) or become confused for 1 round.

All Monsters in "Grioth"

NameLevel
Grioth Cultist3
Grioth Scout3

Grioth

Source Monster Core 2 pg. 178
Planets that drift out of orbit from their stars grow cold and lifeless as they float through the Dark Tapestry. Such wandering, dead worlds are coveted by the horrific grioths, who convert them into frigid planetary temples devoted to the Outer Gods and Great Old Ones. From these bastions of frozen darkness, grioths seek out new living worlds to tear away from their respective suns through forbidden rituals, a process often taking numerous generations.

A single grioth cultist typically leads a scouting party, who searches for a ruined or forgotten location on the fringe of a rural settlement to use as an incursion point. Over several generations, the grioth settlement will expand and subjugate surrounding cultures. 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 dialects, they do so in dry, raspy voices.

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. He grants the following benefits.

Sidebar - Related Creatures 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.

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