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Grioth
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

What You See
Thin and rat-like with far too many
digits on its hands and feet, this
creature hovers on translucent wings.
Four glowing green eyes stare from a
squashed bat face.

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 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)
S TAT I S T I C S

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
ECO LO GY

454

Grioths inhabit rogue planets cast away from their
stars—often, they travel to other worlds via powerful
magic portals during eclipses to pillage resources
rare on their frozen homeworlds. Many of these evil
creatures are known for their devotion to the Outer
God Nyarlathotep (whom they worship in his guise as
the Haunter of the Dark), and it isn’t uncommon for
colonies of grioths to be led by clerics.
Grioths speak a language composed of squeaks,
clicks, and other nonsensical animal noises—they are
capable of speaking other languages, but do so in raspy,
dry voices. They favor weaponry crafted from metals


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

that synergize with their psychic powers.

SPECIAL ABILITIES

often possess great physical prowess, as well as unique

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.

The grioth race is prone to mutations, their forms
twisted by eldritch forces into lumbering giants or

deformed horrors. The most powerful of their kind
psychic magic or spell-like abilities that aid them in
ruling their dark spire cities and in their constant wars
against entities even more alien than themselves.



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