Kt'on'aktl

Male Grioth Swashbuckler 3
Neutral Medium Monstrous Humanoid
Player Muser
Campaign Lohikäärmeen vaatimus
Fc bonus 3 sp


Init +7, +2 w/panache
Senses Perception +10; see in darkness, blindsight 20 ft.


AC 21, touch 17, flat-footed 13; (+2 armor, +6 dex, +1 dodge, +1 shield)
hp 40 (2d10+3d10+10)
Fort +5, Ref +13, Will +9;, +2 vs madness and confusion effects
Special Defenses cold immunity
Weaknesses light sensitivity


Speed 30 ft., fly 40 ft. (average)
Melee mwk voidglass longsword +13 (1d8+10/19-20 plus 1d4 nonlethal), bite +5 (1d6-1 plus poison)(includes precise strike)
Melee bite +10 (1d6-1 plus poison)
Ranged
Special Attacks id insinuation, mindshock, poison, precise strike


Spell-likes (Cl 1, concentration +4)
1/day - daze (DC 13), id insinuation (DC 15)
At-will - detect magic, mage hand, open/close


Str 8, Dex 22, Con 14, Int 13, Wis 15, Cha 16
Base Atk +5; CMB +4; CMD 21
Feats Iron Will, Wpn FinesseB, Wpn Focus (longsword), Slashing Grace
Skills Acrobatics +11 (2), Diplomacy +11 (5), Fly +14 (5), Knowledge (geography) +3 (2), Linguistics +5 (1), Perception +10 (+14 in darkness) (5), Sense Motive +6 (2), Spellcraft +6 (5), Stealth +11 (2)
Languages Common, Aklo, Grioth; telepathy 30 ft.
Traits Resilient(combat), Broken Mind(religion)
SQ Charmed life 3/day, deeds, nimble +1, no breath, panache, swashbuckler finesse


On person alchemist's fire x2 (2 lb.),+1 buckler (5 lb.), cloak of resistance +1, Cracked Dusty Rose Prism, mwk voidglass longsword (6 lb.), Elixir of Tumbling, leather armor (15 lb.), meditation tea, wand of cure light wounds, oil of grease x2, pot of clw, sack
In sack 50 gp
Immaterial
Encumbrance 27 lb. without sack, x lb. with sack ( lb. light/ lb. medium/ lb. heavy)


Notes

Special Abilities

Id Insinuation (Sp) 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 15 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). This is a mind-affecting effect, and is equivalent to a 2nd-level spell. The save DC is Charisma-based.

Mindshock (Su) 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 15 Will save or be 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 13; frequency 1/round for 6 rounds; effect shaken for 1 round; cure 1 save.

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