GrixThis humanoid creature has the head of a deer and the wings of moth, with vine-like tendrils where its fingers should be. Its dirty, vegetation-covered body twitches with barely-contained rage.
Grix CR 3XP 800
CN Medium fey
Init +6; Senses low-light vision; Perception +9
Aura fervent aura (30 ft.)
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 33 (5d6+15)
Fort +3, Ref +6, Will +5
Weakness fearful daze
Speed 30 ft., fly 50 ft. (poor)
Melee 2 vine lashes +5 (1d4+3)
Str 16, Dex 14, Con 15, Int 9, Wis 12, Cha 15
Base Atk +3; CMB +5; CMD 19
Feats Improved Initiative, Power Attack, Toughness
Skills Acrobatics +10, Fly +6, Perception +9, Stealth +10, Swim +11
Languages Common, Sylvan
Environment any forest
Organization solitary, pair, gang (3–6), or pack (7–12)
Fearful Daze (Ex) While the grix is immune to fear, if it is targeted by a fear effect that offers a save, it rolls a saving throw as normal. If it fails, the grix is slowed for 1 round and cannot use its fervent aura for 1d4 rounds.
Fervent Aura (Su) The grix is surrounded by an aura of powerful emotions. Any creature in the aura who suffers hit point damage must make a Will save (DC 14) or enter a mild form of rage for 1d4 rounds which grants a +1 morale bonus to attack rolls and a –2 penalty to AC. Creatures with the rage ability in this aura are affected differently, and must instead make a Will save (DC 14) or enter a rage which lasts either until the creature runs out of rage points or leaves the aura and ends the rage voluntarily. The save DC is Charisma-based. This is a mind-affecting effect.
While any creature is being affected by the grix’s fervent aura, its forearms glow with an ephemeral flame, granting an additional 1d4 fire damage to its natural weapons.
Grixes are violent spirits born when druidic energies bond with castoff elements of the forest. They often spontaneously appear near the borders between forests and cities or towns, where they lurk, waiting to ambush unwary travelers. Sometimes a community will feed a Grix, placating it and using it to defend their roads from thieves.
Grix LoreKnowledge (nature) DC 13 This is a grix, an angry, fearless nature spirit. While not evil, it will often attack unfamiliar creatures on sight.
Knowledge (nature) DC 18 Grixes are surrounded by an aura of raging emotions, and draw power from those emotions.
Knowledge (nature) DC 23 Grixes are uniquely vulnerable to fear, which lulls their anger.