{ "ac": 17, "alignment": "CE", "breadcrumbs_spa": [], "category": "creature", "charisma": 0, "constitution": 2, "creature_ability": [ "Echolocation", "Light Blindness", "No Breath", "Grioth Venom", "Shock Mind" ], "creature_family": "Grioth", "creature_family_markdown": "[Grioth](/MonsterFamilies.aspx?ID=240)", "dexterity": 4, "exclude_from_search": false, "fortitude_save": 5, "hp": 16, "hp_raw": "16", "id": "creature-1180", "image": [ "/Images/Monsters/Grioth_GriothScout.png" ], "immunity": [ "cold" ], "immunity_markdown": "cold", "intelligence": 1, "language": [ "Aklo", "Grioth", "<%UMR%37%%>telepathy<%END> 30 feet" ], "language_markdown": "[Aklo](/Languages.aspx?ID=13), [Grioth](/Languages.aspx?ID=65); [telepathy](/MonsterAbilities.aspx?ID=37) 30 feet", "level": 1, "markdown": "[Grioth Scout](/Monsters.aspx?ID=1180)\r\n\r\n\r\n\r\n\r\n\r\nThe first grioths encountered on a new world are scouts. Typically traveling the vastness of space via one-way portals from their home worlds, grioth scouts never expect to see their homes again, as grioth leadership ensures true devotion to the colonization effort by stranding them on new worlds.\r\n\r\n\r\n**[Recall Knowledge - Humanoid](/Rules.aspx?ID=563)**\r\n([Society](/Skills.aspx?ID=14)): DC 17\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 15\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 12\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[Grioth Scout](/Monsters.aspx?ID=1180)\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 122\n\n**Perception** +7; [greater darkvision](/MonsterAbilities.aspx?ID=12), echolocation (precise) 20 feet\r\n\r\n**Languages**\r\n[Aklo](/Languages.aspx?ID=13), [Grioth](/Languages.aspx?ID=65); [telepathy](/MonsterAbilities.aspx?ID=37) 30 feet\r\n\r\n**Skills**\r\n[Acrobatics](/Skills.aspx?ID=1) +7, [Occultism](/Skills.aspx?ID=11) +6, [Stealth](/Skills.aspx?ID=15) +7\r\n\r\n\r\n**Str** +0\r\n\r\n**Dex** +4\r\n\r\n**Con** +2\r\n\r\n**Int** +1\r\n\r\n**Wis** +2\r\n\r\n**Cha** +0\r\n\r\n\r\n**Echolocation** A grioth can use its hearing as a precise sense at the listed range.\r\n\r\n**Items**\r\n[voidglass kukri](/Weapons.aspx?ID=56)\r\n\r\n\r\n\r\n---\r\n\r\n\r\n\r\n\r\n**AC** 17 \r\n\r\n**Fort** +5 \r\n\r\n**Ref** +9 \r\n\r\n**Will** +7 \n\n\r\n\r\n**HP** 16\n\n**Immunities**\r\ncold\n\n**Weaknesses**\r\nfire 3\r\n\r\n**[Light Blindness](/MonsterAbilities.aspx?ID=22)**
**No Breath** A grioth doesn't breathe except to speak and is immune to effects that require breathing (such as an [inhaled](/Traits.aspx?ID=96) [poison](/Traits.aspx?ID=126)).\r\n\r\n
\r\n\r\n---\r\n\r\n\r\n\r\n**Speed** 25 feet, fly 30 feet\r\n\r\n**Melee**\r\n\r\nkukri +7 ([Agile](/Traits.aspx?ID=170), [Finesse](/Traits.aspx?ID=179), [Trip](/Traits.aspx?ID=196)),\r\n**Damage** 1d6 slashing\r\n\r\n**Melee**\r\n\r\njaws +7 ([Agile](/Traits.aspx?ID=170), [Finesse](/Traits.aspx?ID=179)),\r\n**Damage** 1d4 piercing plus grioth venom\r\n\r\n**Occult Innate Spells** DC 16, attack +8\r\n- **Cantrips (1st)**\r\n[Daze](/Spells.aspx?ID=61), [Detect Magic](/Spells.aspx?ID=66), [Mage Hand](/Spells.aspx?ID=177), [Telekinetic Projectile](/Spells.aspx?ID=334)\r\n- **1st**\r\n[Phantom Pain](/Spells.aspx?ID=220)\r\n\r\n**Grioth Venom** ([Emotion](/Traits.aspx?ID=60), [Fear](/Traits.aspx?ID=68), [Mental](/Traits.aspx?ID=106), [Poison](/Traits.aspx?ID=126)) **Saving Throw** Fortitude DC 17; **Maximum Duration** 6 rounds; **Stage 1** [frightened 1](/Conditions.aspx?ID=19) (1 round); **Stage 2** frightened 2 (1 round); **Stage 3** frightened 3 (1 round)\r\n\r\n**Shock Mind** ([Enchantment](/Traits.aspx?ID=61), [Mental](/Traits.aspx?ID=106), [Occult](/Traits.aspx?ID=120)) 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](/Traits.aspx?ID=93) trait) or become [confused](/Conditions.aspx?ID=5) for 1 round.\r\n\r\n\n\n", "name": "Grioth Scout", "npc": false, "perception": 7, "pfs": "Standard", "rarity": "uncommon", "reflex_save": 9, "release_date": "2021-04-07", "resistance": {}, "search_markdown": "\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 122\r\n\r\n**Creature Family** [Grioth](/MonsterFamilies.aspx?ID=240)\r\n\r\n\r\n**HP** 16\r\n\r\n**AC** 17\r\n\r\n**Fort** +5\r\n\r\n**Ref** +9\r\n\r\n**Will** +7\r\n\r\n**Perception** +7\r\n\r\n\r\n\r\n---\r\n\r\n\r\nThe first grioths encountered on a new world are scouts. Typically traveling the vastness of space via one-way portals from their home worlds, grioth …\r\n", "sense": " greater darkvision , echolocation (precise) 20 feet", "sense_markdown": "[greater darkvision](/MonsterAbilities.aspx?ID=12), echolocation (precise) 20 feet", "size": [ "Medium" ], "skill": [ "Acrobatics +7", "Occultism +6", "Stealth +7" ], "skill_markdown": "[Acrobatics](/Skills.aspx?ID=1) +7, [Occultism](/Skills.aspx?ID=11) +6, [Stealth](/Skills.aspx?ID=15) +7", "source": [ "Bestiary 3" ], "source_raw": [ "Bestiary 3 pg. 122" ], "source_category": "Rulebooks", "source_markdown": "[Bestiary 3](/Sources.aspx?ID=66) pg. 122", "speed": { "fly": 30, "land": 25, "max": 30 }, "speed_markdown": "25 feet, fly 30 feet", "speed_raw": "25 feet, fly 30 feet", "spell": [ "Phantom Pain", "Daze", "Detect Magic", "Mage Hand", "Telekinetic Projectile" ], "spell_markdown": "[Daze](/Spells.aspx?ID=61), [Detect Magic](/Spells.aspx?ID=66), [Mage Hand](/Spells.aspx?ID=177), [Phantom Pain](/Spells.aspx?ID=220), [Telekinetic Projectile](/Spells.aspx?ID=334)", "stealth": "7", "strength": 0, "strongest_save": [ "ref", "reflex" ], "summary": "The first grioths encountered on a new world are scouts. Typically traveling the vastness of space via one-way portals from their home worlds, grioth …", "summary_markdown": "The first grioths encountered on a new world are scouts. Typically traveling the vastness of space via one-way portals from their home worlds, grioth …", "text": " Grioth Scout The first grioths encountered on a new world are scouts. Typically traveling the vastness of space via one-way portals from their home worlds, grioth scouts never expect to see their homes again, as grioth leadership ensures true devotion to the colonization effort by stranding them on new worlds. Recall Knowledge - Humanoid (Society): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Grioth Scout Source Bestiary 3 pg. 122 Perception +7; greater darkvision, echolocation (precise) 20 feet Languages Aklo, Grioth; telepathy 30 feet Skills Acrobatics +7, Occultism +6, Stealth +7 Str +0 Dex +4 Con +2 Int +1 Wis +2 Cha +0 Echolocation A grioth can use its hearing as a precise sense at the listed range. Items voidglass kukri --- AC 17 Fort +5 Ref +9 Will +7 HP 16 Immunities cold Weaknesses fire 3 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 Single Action kukri +7 (Agile, Finesse, Trip), Damage 1d6 slashing Melee Single Action jaws +7 (Agile, Finesse), Damage 1d4 piercing plus grioth venom Occult Innate Spells DC 16, attack +8 - Cantrips (1st) Daze, Detect Magic, Mage Hand, Telekinetic Projectile - 1st Phantom Pain 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) Shock Mind Two Actions (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. ", "trait": [ "Grioth", "Humanoid", "Uncommon", "CE", "Medium" ], "trait_markdown": "[Grioth](/Traits.aspx?ID=353), [Humanoid](/Traits.aspx?ID=91), [Uncommon](/Traits.aspx?ID=159)", "trait_raw": [ "Grioth", "Humanoid", "Uncommon" ], "type": "Creature", "url": "/Monsters.aspx?ID=1180", "vision": "Greater darkvision", "weakest_save": [ "fort", "fortitude" ], "weakness": { "fire": 3 }, "weakness_markdown": "fire 3", "weakness_raw": "fire 3", "will_save": 7, "wisdom": 2 }