(Illustration by Miguel Regodón
Harkness comes from the artist’s DeviantArt page and is © Paizo Publishing.)
Grioths, according to Bestiary
5, “inhabit rogue planets cast away from their stars.” That seems to be an exceedingly rare ecological niche, which suggests that either a)
grioths have a way of seeking out and traveling to such planets, especially
during the eclipses that they love so much, or b) grioths have some
foreknowledge of such calamities—or even play a hand in making sure said calamities
come to pass. Given that grioths worship
the Outer God Nyarlathotep, who’s a bit of an expert in nudging societies
toward apocalypse, the latter seems very likely.
Some other things to mention:
1) Grioths are only CR 1, which means they can be a useful
way to expose parties to Lovecraftian or interplanetary themes very early in
the campaign.
2) In The Dragon’s
Demand, grioths had spell-like abilities; these have been changed to
psychic magic in B5. (Also, mentions of the grioths’ voidglass
weapons were genericized down to “a strange metal.”)
3) Another quote: “The grioth race is prone to
mutations.” Translation: Go nuts with
the templates and class levels.
4) Grioths hate many other alien races. (In the Golarion setting, this means the
Dominion of the Black.) Which raises the
question: What aliens are so awful that even worshippers of Lovecraft’s Outer
Gods fear them?
A group of young adventurers
begin their careers when an eclipse giant appears in their village and
blesses them, forever marking them as destined in the eyes of the gods. Soon after, the eclipse the giant foretold
comes to pass…bringing with it an invading force of grioths from a wayward
frozen planet. The village elders tap
the blessed youngsters to thwart the otherworldly creatures.
After a wizard is
executed for vile crimes, some adventurers are tasked with clearing out his
laboratory. While they are there, they
come across a strange bat-winged creature.
The grioth is also scouring the lab, seeking to erase all evidence of
the collaboration he and the wizard shared.
The moment he sets his four eyes on the adventurers, he decides that
they know too much to live.
Bartimaeus’s Bestiary of Beasts Most Baleful is widely regarded
as the most fanciful—and dangerously error-ridden—manual of monsters in
circulation. Unfortunately for a certain
young adventurer, Bartimaeus is also her uncle and her adventuring company’s
main benefactor. When rumors reach him
of an urd sighting—urds being a race of winged kobold considered so unlikely
that Bartimaeus’s publisher stripped them out of the third edition of the Bestiary—the old scribe sees a chance to
restore his battered reputation. He
sends his niece and her compatriots to fetch him an urd, “alive or competently
stuffed.” Unfortunately, the bat-winged
creatures are actually otherworldly grioths, with psychic abilities and strange
weapons beyond even Bartimaeus’s wildest imaginings.
—The Dragon’s Demand
62 & Pathfinder Bestiary 5 137
2e fans, that urd was for you.
One final thought: Both D&D’s Forgotten Realms
(especially in 2e and 3.0/3.5) and Pathfinder’s Golarion are both exceptionally
well-realized worlds that allow for a wide variety of adventure styles and
settings. (Want to fight mummies? Vikings?
Ninjas? Both pretty much have you
covered.) If there’s one way to quickly
differentiate the two, it’s this: The Realms, thanks to Greenwood and
Salvatore, teach you to fear what’s below the ground. Golarion, thanks to Lovecraft and Jacobs,
teaches you to fear the night sky.
Did any of you get that thing that’s going around? Major congestion, bit of a fever, tiredness,
general suckitude? Because I’m on Day 9,
and it is zero fun.
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