This silent batlike humanoid has a long, ratlike tail and four narrow eyes.
XP 400 DEFENSE AC 14, touch 14, flat-footed 10 (+4 Dex) OFFENSE Speed 30 ft., fly 40 ft. (average) 6 PE—daze monster (2 PE, DC 13), detect magic (0 PE), id insinuation I (2 PE, DC 13), mage hand (0 PE), open/close (0 PE) STATISTICS Str 10, Dex 18, Con 12, Int 13, Wis 13, Cha 11 SPECIAL ABILITIES Mindshock (Su)Whenever a grioth damages a creature with a psychic weapon, a surge of violent psychic energy pulses into the victim's body, causing an additional 1d4 points of nonlethal damage. On a confirmed critical hit, this additional nonlethal damage does not increase, but the creature struck must succeed at a DC 13 Will save or become confused for 1d2 rounds. This is a mind-affecting effect. The save DC is Charisma-based and includes a +2 racial bonus. Poison (Ex)Bite—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect shaken for 1 round; cure 1 save. Psychic Weapons (Ex)A grioth's weapons are made from a strange metal that causes slashing and piercing weapons to deal 1 additional point of damage and allow the grioth to use its mindshock ability. |