Grioth Scout
A stranded alien scout, deliberately marooned by its own leadership to ensure loyalty, never breathes and struggles against bright light.
The first grioths encountered on a new world are scouts. After traveling from their home worlds across the vastness of space via one-way portals, grioth scouts never expect to see their homes again, as grioth leadership ensures true devotion to the colonization effort by stranding scouts on their new planets.
In play
No Breath A grioth doesn't breathe except to speak and is immune to effects that require breathing (such as an inhaled poison).
Level 1
Perception +7 · Senses greater darkvision, echolocation (precise) 20 feet · Languages Aklo, Grioth; telepathy 30 feet · Skills Acrobatics +7, Occultism +6, Stealth +7
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +0 | +4 | +2 | +1 | +2 | +0 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 16 | +5 | +9 | +7 |
HP 18 · Immunities cold · Weaknesses fire 3
Speed 25 feet, fly 30 feet
Actions
- Melee Kukri [Single Action] +7 (Agile, finesse, trip), Damage 1d6 slashing
- Melee Jaws [Single Action] +7 (Agile, finesse), Damage 1d4 piercing