Grioth

Grioth (CR 1)1
Medium monstrous humanoid (psionic)
Init 14; Senses blindsight 20 ft., see in blackness; Notice 16 (20 in blackness)
Defense
AC 14, flat-footed 10
(+4 Dex)
HP 13 (2d10+2)
Fort +1, Ref +7, Will +6
Immune cold
Weakness light sensitivity
Offense
Speed 30 ft., fly 40 ft.
Melee mwk voidglass kukri +3 (1d4+1/18-20 plus 1d4 nonlethal), bite -3 (1d6 plus poison)
Special Attacks mindshock
Spell-Like Abilities (CL 1st; caster check +1)
At will—detect magic, mage hand, open
1/day—daze (W-DC 10), id insinuation (W-DC 12)
Statistics
Str 10, Dex 18, Con 12, Int 13, Wis 13, Cha 11
Base Atk +2; CMB +2; CMD 16
Feats Iron Will
Skills Athletics +5, Knowledge (geography) +6, Perception +6 (+10 in blackness), Sense Motive +3, Stealth +9; Racial Modifiers +4 Perception in blackness
Languages Aklo, Grioth; telepathy 30 ft.
SQ no breath
Special Abilities
Id Insinuation (Sp; mind, Cha) As a standard action once per day, a grioth can disrupt a creature’s mind. The target must be within 30 feet, and can resist this effect with a successful DC 12 Will save—otherwise, the target becomes confused for as long as the grioth concentrates plus 1 additional round after it ceases concentrating, to a maximum number of rounds equal to 3 plus the Grioth’s total HD (5 rounds for most grioths).
Mindshock (Su; mind, Cha +2) When a grioth damages a creature with a voidglass weapon, a surge of the grioth’s violent psychic energy pulses through the weapon, causing an additional 1d4 points of nonlethal damage. On a critical hit, the creature struck must also succeed at a DC 12 Will save or be confused for 1d2 rounds.
Poison (Ex; Con) Bite—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect shaken for 1 round; cure 1 save.
Ecology
Environment underground, void
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 race 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 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 within the Void Beyond 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.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.