IazmilorCreature 8
Source Pathfinder #200: Seven Dooms for Sandpoint
Perception +16 (echolocation (precise) 30 feet, greater darkvision)
Languages Aklo, Grioth, Telepathy 30 Feet
Skills Acrobatics +16, Occultism +17, Religion +18, Stealth +18
Str +4, Dex +6, Con +4, Int +3, Wis +4, Cha +4
AC 26; Fort +14; Reflex +16; Will +18;
HP 145
Speed 25 feet (fly 30 feet)
Immunities cold
Weaknesses Fire 10
Warhammer
+17 (+12, +7) to hit (shove) 2d8+6 BludgeoningJaws
+16 (+12, +8) to hit (agile, finesse, unarmed) 2d8+6 PiercingTelepathy 30 feet (aura, magical, mental)
A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Echolocation (Precise) 30 feetA grioth can use its hearing as a precise sense at the listed range.
Light BlindnessWhen first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.
No BreathA grioth doesn't breathe except to speak and is immune to effects that require breathing (such as an inhaled poison).
Grim Curse of Azathoth
(curse, divine, emotion, mental)Frequency once per day
Effect Iazmilor invokes Azathoth's name in Aklo as he stares at a creature he can see within 30 feet. His eyes glow orange, and the target endures a brief vision of the seething chaos that churns at the center of the Material Plane and, for that instant, beholds their own insignificance in the cosmos. The target must attempt a DC 26 will save.
Critical Success The creature is unaffected.
Success The creature becomes Stupefied 1 for 1 hour.
Failure The creature becomes stupefied 1, and the first time each night they gaze upon the night sky, they must make a DC 26 will save or they increase the value of their stupefied condition by 1 (to a maximum of Stupefied 4, or they become stupefied 1 if they do not have this condition). Even if the stupefied condition is removed, the target must continue to save upon gazing upon the night sky once per night until the curse is removed.
Critical Failure As failure, but the target feels the weight of the cosmos when the sun sets on their homeland, wherever they may be in the Material Plane or the Great Beyond—they need not gaze upon the night sky.
Grioth Venom (emotion, fear, mental, poison)Saving Throw DC 26 fortitude
Maximum Duration 6 rounds
Stage 1 Frightened 1 (1 round)
Stage 2 Frightened 2 (1 round)
Stage 3 Frightened 3 (1 round)
Shock Mind
(mental, occult)The grioth makes a Strike with a voidglass weapon.
If the Strike hits, it deals an additional 4d6 mental damage, and the target must succeed at a DC 26 will save (this has the incapacitation trait) or become Confused for 1 round.
Divine Prepared Spells (DC 26, +18 to hit)
Cantrips (4th Level): Divine Lance, Message, Prestidigitation, Shield, Stabilize
1st Level: Bane, Enfeeble, Fear, Heal
2nd Level: Create Food, Dispel Magic, Silence, Spiritual Weapon
3rd Level: Vampiric Feast
4th Level: Divine Wrath, Outcast's Curse
Cantrips (4th Level): Daze, Detect Magic, Telekinetic Hand, Telekinetic Projectile
1st Level: Phantom Pain
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
GriothA grioth is a batlike alien that wields occult powers and can exist in the dark vacuum of space. They have darkvision and echolocation.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.