Grioth
Source: Alien Archive 4
CR: 1 XP: 400
CE Medium monstrous humanoid
Init.: +4 Senses: blindsight (sound) 60 ft., see in darkness Perception: +10
Defense
HP: 17
EAC: 11 KAC: 12
Fort: +1 Ref: +3 Will: +6
Offense
Speed: 30 ft., fly 40 ft. (Ex, average)
Melee: bite +7 (1d4+2 P plus psychotomimetic saliva) or voidglass longsword +7 (1d8+2 S; critical demoralize AR)
Ranged: bruiser decoupler +5 (1d4+1 A; critical demoralize AR)
Offensive Abilities: mindshock
Spell-like Abilties: (CL 1st)
Statistics
Str: +1 Dex: +4 Con: +0 Wis: +2 Int: +0 Cha: +0
Skills: Acrobatics +10, Athletics +5, Intimidate +10, Mysticism +5, Stealth +5
Languages: Aklo, Grioth; limited telepathy 60 ft.
Gear: second skin, bruiser decoupler AR with 2 batteries (20 charges each), voidglass longsword
Ecology
Environment: any
Organization: solitary, clutch (2–6), or omen (7–20 plus 1 grioth eclipse seer)
Special Abilities
<p><b>Mindshock (Su)</b> Once per day as a standard action, a grioth can unleash a wave of violent psychic energy. Each non‑grioth creature within 30 feet takes 2d6 damage and is shaken for 1d4 rounds. A creature that succeeds at a DC 12 Will save takes half damage and negates the shaken condition. This is a mind-affecting effect.<br/> <b>Psychotomimetic Saliva (Ex)</b> Grioth saliva is laced with psychotropic toxins that overload a victim’s neurological pathways, causing intense, rapid‑fire hallucinations, confusion, and violent seizures. Creatures that are immune to mind‑affecting effects are immune to this poison. <h3 class="framing">Psychotomimctic Saliva</h3><b>Type</b> poison (injury); <b>Save</b> Fortitude DC 12<br/> <b>Track</b> Wisdom; <b>Frequency</b> 1/round for 6 rounds<br/> <b>Cure</b> 1 save</p>