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)


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


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)


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


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.


Environment any
Organization solitary, pair, gathering (3–6 plus 1 3rd-level cleric), or cult (7–20 plus 2–6 3rd-level clerics, 2–4 3rd-level barbarians, and 1 7th-level cleric)
Treasure NPC gear (masterwork voidglass kukri, other treasure)

Grioths inhabit rogue planets that have been cast away from the stars. They often travel via portals to other worlds via that are undergoing eclipses to pillage resources that are rare on their frozen homeworlds. Many members of this evil race are known for their devotion to the Outer God Nyarlathotep, and it isn’t uncommon for colonies of grioths to be led by his clerics. Grioths’ voices are raspy and dry. They favor weaponry crafted from a strange material known as voidglass.

The grioth race is prone to mutations, their forms twisted by the eldritch forces into lumbering giants or deformed horrors. Some grioths grow unusually large and ferocious, and the elders of the race possesses unusual and deadly psychic powers— abilities that aid them in ruling their dark spire cities and in their constant war against their hated foes.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.

Pathfinder Module: The Dragon’s Demand © 2013, Paizo Publishing, LLC; Author: Mike Shel.

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