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    Grig

    Perched on the prickly legs of a cricket, this tiny creature has gossamer wings and the upper body of an elven woman.

    Grig
    CR 1

    XP 400
    NG Tiny fey
    Init
    +4; Senses low-light vision; Perception +5

    DEFENSE

    AC 17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +2 size)
    hp
    4 (1d6+1)
    Fort
    +1, Ref +6, Will +3
    DR
    5/cold iron; SR 16

    OFFENSE

    Speed 30 ft., fly 40 ft. (average)
    Melee
    short sword –1 (1d3–3/19–20)
    Ranged
    longbow +6 (1d4–3/×3)
    Space
    2-1/2 ft.; Reach 0 ft.
    Special Attacks
    fiddle
    Spell-Like Abilities
    (CL 9th; concentration +11)

    3/daydisguise self, entangle (DC 13), invisibility (self only), pyrotechnics (DC 14)

    STATISTICS

    Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14
    Base Atk
    +0; CMB +2; CMD 10 (16 vs. trip)
    Feats
    Dodge
    Skills
    Acrobatics +8 (+12 jump), Escape Artist +8, Fly +12, Perception +5, Perform (string) +6, Stealth +16; Racial Modifiers +4 Acrobatics when jumping
    Languages Common, Sylvan

    SPECIAL ABILITIES

    Fiddle (Su)

    Grigs are capable of rubbing their legs together like a cricket to create a surprisingly pleasant sound not unlike that of a tiny fiddle. As a standard action, a grig can create a catchy tune that compels any creature within a 20-foot spread to dance and caper. A creature can resist this compulsion by making a DC 12 Will save. Creatures that fail are compelled to dance and shuffle their feet, and are effectively staggered as long as the grig continues to fiddle. A grig can maintain this effect for up to 10 rounds per day by concentrating. Once a creature makes the save against a grig’s fiddle, it is immune to further fiddle effects from that grig for 24 hours. This is a sonic mind-affecting effect. The save DC is Charisma-based.