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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.