Actions/Abilities/Traits: (Pathfinder 2e) (Grioth Cultist)
Ability
Ability
Light Blindness -
Ability
Divine Prepared Spells
DC 20, attack +12; 2nd dispel magic, heal, sound burst; 1st fear, harm, heal, ventriloquism; Cantrips (3rd) divine lance, forbidding ward, message, prestidigitation, stabilize
Ability
Echolocation
A grioth can use its hearing as a precise sense at the listed range
Ability
Grioth Venom
(emotion, fear, mental, poison) Saving Throw Fortitude DC 20; Maximum Duration 6 rounds; Stage 1 frightened 1 (1 round); Stage 2 frightened 2 (1 round); Stage 3 frightened 3 (1 round)
Ability
Invoke Haunter of the Dark
Frequency: once per day
Effect: The grioth cultist waves a hand in a complex pattern to invoke dark powers, dealing 3d8 mental damage. Each non-grioth creature within 20 feet must attempt a DC 20 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.
Ability
No Breath
A grioth doesn't breathe except to speak and is immune to effects that require breathing (such as an inhaled poison).
Ability
Occult Innate Spells
DC 19, attack +11; 2nd phantom pain; Cantrips (2nd) daze, detect magic, mage hand, telekinetic projectile
Ability
Shock Mind
(enchantment, 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 20 Will save (this has the incapacitation trait) or become confused for 1 round.
Offense
Melee
Circumstance: combat round (melee)
kukri +10 [+6/+2] (agile, finesse, trip), Damage 1d6+2 slashing
Trait
Grioth
A grioth is a batlike alien that wields occult powers and can exist in the dark vacuum of space. They have darkvision and echolocation.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Immunity
cold
Item
voidglass kukri
Language
Aklo
telepathy 30 feet
Perception
echolocation (precise) 20 feet
greater darkvision
Weakness
fire 5
Actions/Abilities/Traits: (Pathfinder 2e) (Grioth Scout)
Ability
Ability
Light Blindness -
Ability
Echolocation
A grioth can use its hearing as a precise sense at the listed range.
Ability
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)
Ability
No Breath
A grioth doesn't breathe except to speak and is immune to effects that require breathing (such as an inhaled poison).
Ability
Occult Innate Spells
DC 16, attack +8; 1st phantom pain; Cantrips (1st) daze, detect magic, mage hand, telekinetic projectile
Ability
Shock Mind
(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.
Offense
Melee
Circumstance: combat round (melee)
kukri +7 [+3/-1] (agile, finesse, trip), Damage 1d6 slashing
Trait
Grioth
A grioth is a batlike alien that wields occult powers and can exist in the dark vacuum of space. They have darkvision and echolocation.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Immunity
cold
Item
voidglass kukri
Language
Aklo
telepathy 30 feet
Perception
echolocation (precise) 20 feet
greater darkvision
Weakness
fire 3