All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


There is a Legacy version here.

Grioth Cultist

Grioth cultists represent the lowest tier of their remorseless cult— worshippers of the Outer Gods and Great Old Ones tasked with leading scouting missions into new worlds. While they're ranked above scouts in the chain of command, they occupy a lowly place in the overall religious hierarchy. Though whispered rumors describe the legendary rituals needed to wrench worlds from their suns, these cultists don't learn this potent magic. Such secrets are left to grioth high priests, who are always the last to arrive on a colonized world.

Most grioths worship the Outer God Nyarlathotep in one of his many incarnations, although some worship other entities such as Azathoth, Nhimbaloth, or Yog-Sothoth. In the rare cases where a grioth is cut off from their society and given the opportunity to explore other religions, they still tend to choose faiths associated with the stars or the night, such as Desna or Zon-Kuthon. These grioths are loathed by others of their own kind, who view them as dangerous heretics.

Recall Knowledge - Humanoid (Society): DC 23
Unspecific Lore: DC 21
Specific Lore: DC 18

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 CultistCreature 4

Rare Medium Grioth Humanoid 
Source Monster Core 2 pg. 179
Perception +12; greater darkvision, echolocation (precise) 20 feet
Languages Aklo, Grioth; telepathy 30 feet
Skills Acrobatics +10, Occultism +11, Religion +12, Stealth +12
Str +0, Dex +3, Con +2, Int +2, Wis +3, Cha +0
Echolocation A grioth can use their hearing as a precise sense at the listed range.
Items voidglass kukri
AC 20; Fort +9, Ref +12, Will +12
HP 55; Immunities cold; Weaknesses fire 5
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 +12 [+8/+4] (agile, finesse, trip), Damage 1d6+2+2 slashingMelee [one-action] jaws +12 [+8/+4] (agile, finesse), Damage 1d8+2+2 piercing plus grioth venomDivine Prepared Spells DC 22, attack +14 (+4 dmg); 2nd dispel magic, heal, noise blast; 1st fear, harm, heal, ventriloquism; Cantrips (3rd) divine lance, forbidding ward, message, prestidigitation, stabilize
Occult Innate Spells DC 21, attack +13 (+4 dmg); 2nd phantom pain; Cantrips (2nd) daze, detect magic, telekinetic hand, telekinetic projectile
Grioth Venom (emotion, fear, mental, poison) Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 frightened 1 (1 round); Stage 2 frightened 2 (1 round); Stage 3 frightened 3 (1 round)Invoke Haunter of the Dark [two-actions] (divine, mental, visual) Frequency once per day; Effect The grioth cultist waves a hand in a complex pattern to invoke dark powers, dealing 3d8 mental damage. Each nongrioth creature within 20 feet must attempt a DC 22 Will save.
Critical Success The creature is unaffected.
Success The creature takes half damage
Failure The creature takes full damage and becomes stupefied 1 for 1 round
Critical Failure The creature takes double damage and becomes stupefied 1 for 1 minute.
Shock Mind [two-actions] (mental, occult) The grioth scout makes a Strike with a voidglass weapon. If the Strike hits, it deals an additional 2d6 mental damage, and the target must succeed at a DC 22 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.

Shelyn's Corner

×