GrogrisantCreature 16
Source Pathfinder Lost Omens: Monsters of Myth
Perception +30 (darkvision, low-light vision, scent (imprecise) 60 feet)
Languages Common, (can't Speak Any Language)
Skills Acrobatics +28, Athletics +35, Intimidation +32, Stealth +28, Survival +28
Str +9, Dex +6, Con +9, Int -2, Wis +5, Cha +5
AC 38; Fort +30; Reflex +28; Will +25;
HP 295
Speed 40 feet (climb 20 feet)
Immunities blinded, disease
Resistances Fire 15, Physical 15, Poison 20
Jaws +32 (+27, +22) to hit 3d12+18 Piercing
Claw +32 (+28, +24) to hit (agile) 3d10+15 Slashing
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
DarkvisionA monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Scent (Imprecise) 60 feetScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Aura of Blinding Light (aura, evocation, incapacitation, light, primal, visual)40-foot emanation Aura
Any creature that begins its turn in the aura must attempt a DC 34 fortitude save or be Blinded for 1 minute and become temporarily immune for 1 day. If the creature critically fails this save, it's permanently blinded.
Dual PounceGrogrisant Strides and makes two claw Strikes against the same creature at the end of that movement. Each attack counts against Grogrisant's multiple attack penalty, but the penalty doesn't increase until after Grogrisant makes both attacks. If both attacks hit, combine their damage for the purpose of resistances and weaknesses.
Rendclaw.
If Grogrisant Rends after a successful Dual Pounce, combine the Rend's damage with that from the Dual Pounce for the purpose of resistances and weaknesses.
A Rend entry lists a Strike the monster has.
Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
Effect The monster automatically deals that Strike's damage again to the enemy.
Vicious RendTrigger Grogrisant uses Rend
Effect The target's armor takes damage equal to the damage from Rend. The target can attempt a DC 37 basic reflex save, negating the armor damage on a successful save.
Improved GrabThe monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.
Primal Innate Spells (DC 34, +26 to hit)
Cantrips (8th Level): Dancing Lights
1st Level: Pass Without Trace (Constant)
3rd Level: Nondetection (Constant), Searing Light
4th Level: Fire Shield
Grogrisant is an enormous lion with multiple eyes and a golden, glowing mane. As it was originally slain by Taldor's founding emperor, the legendary hero Taldaris, Grogrisant's appearance marks both danger for the people of Taldor and the potential for Taldans to prove their might against a creature from their fabled past. How it continues to appear time and time again remains a mystery, one that Taldan scholars continuously attempt to decipher.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
PrimalThis magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.