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From Pathfinder #200: Seven Dooms for Sandpoint, which isn't enabled.

Iazmilor

CREATURE 8

Grioth priest of Azathoth

Perception +16; echolocation 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
Telepathy 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 feet

A grioth can use its hearing as a precise sense at the listed range.


AC 26; Fort +14, Ref +16, Will +18
HP 145; Immunities cold; Weaknesses fire 10
Light Blindness

When 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 Breath

A grioth doesn't breathe except to speak and is immune to effects that require breathing (such as an inhaled poison).


Speed 25 feet, fly 30 feet
Melee Warhammer +17 (shove), Damage 2d8+6 bludgeoning
Melee Jaws +16 (agile, finesse, unarmed), Damage 2d8+6 piercing plus Grioth Venom
Occult Innate Spells DC 23, attack +15; 4th Phantom Pain; Cantrips (4th) Daze, Detect Magic, Telekinetic Hand, Telekinetic Projectile
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.

Pathfinder #200: Seven Dooms for SandpointOGL