Grig, Dark Ice

Dark Ice Grig CR 1

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

DEFENSE

AC 23, touch 17, flat-footed 18 (+4 Dex, +1 dodge, +6 natural, +2 size)
hp 8 (1d6+2)
Fort +1, Ref +6 Will +3
DR 5/cold iron; SR 17
Weakness vulnerability to fire

OFFENSE

Speed 20 ft., fly 30 ft. (poor)
Melee short sword +6 (1d3-2/19-20), 2 claws +6 (1d3-2 plus 1d6 cold)
Ranged longbow +6 (1d4-2/x3)
Space 2 1/2 ft. Reach 2 1/2 ft.
Special Attacks fiddle, frigid touch, frosty grasp
Spell-Like Abilities (CL 9th)

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

STATISTICS

Str 7, Dex 18, Con 15, Int 10, Wis 13, Cha 14
Base Atk +0; CMB -2; CMD 12
Feats Dodge, Weapon FinesseB
Skills Acrobatics +16, Craft (any one) +4, Escape Artist +8, Fly +4, Perception +5, Stealth +8 (+13 in forested areas)
Racial Modifiers +8 Acrobatics, +5 Stealth in forested areas
Languages Common, Sylvan
SQ frostwalker

SPECIAL ABILITIES

Fiddle (Su)

One grig in each band carries a tiny, grig-sized fiddle. When the fiddler plays, any nonsprite within 30 feet of the instrument must succeed on a DC 12 Will save or be affected as though by irresistible dance for as long as the playing continues. The save DC is Charisma-based.

Frigid Touch (Su)

Once per day, a dark ice grig may make a touch attack against a foe to deal 1d6 points of Dexterity damage by freezing the blood in its veins and numbing its bones.

Frosty Grasp (Su)

A dark ice grig’s natural attacks, as well as any weapons it wields, deal an additional 1d6 points of cold damage.

Frostwalker (Su)

Dark ice grigs take no penalties to movement on ice, no matter how slippery, and cannot be forced to make Acrobatics checks or Reflex saves to avoid falling on icy terrain. They may climb icy surfaces as if under the effect of a spider climb spell.

Section 15: Copyright Notice

GameMastery Module E1: Carnival of Tears, Copyright 2007 Paizo Publishing, LLC. Authors: Tim Hitchcock and Nicolas Logue.

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