Grioth

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This silent batlike humanoid has a long, ratlike tail and four narrow eyes.

Grioth CR 1

XP 400
CE Medium monstrous humanoid
Init +4; Senses blindsight 20 ft., see in darkness; Perception +6 (+10 in darkness)

DEFENSE

AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 13 (2d10+2)
Fort +1, Ref +7, Will +6
Immune cold
Weaknesses light sensitivity

OFFENSE

Speed 30 ft., fly 40 ft. (average)
Melee mwk kukri +3 (1d4+1/18–20 plus 1d4 nonlethal), bite –3 (1d6 plus poison)
Special Attacks mindshock, psychic weapons
Psychic Magic (Sp) (CL 1st; concentration +2)

6 PEdaze 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
Base Atk +2; CMB +2; CMD 16
Feats Iron Will
Skills Fly +9, Knowledge (geography) +3, Perception +6 (+10 in darkness), Sense Motive +3, Stealth +9; Racial Modifiers +4 Perception in darkness
Languages Aklo, Grioth; telepathy 30 ft.
SQ no breath

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.