Winged man-shaped creatures with blue skin and cricket legs buzz about in a dense mass both hypnotic and frightening.
XP 2,400 DEFENSE
AC 19, touch 17, flat-footed 14 (+4 Dex, +1 dodge, +2 natural, +2 size) OFFENSE
Speed 20 ft., fly 40 ft. (poor)
3/day--disguise self, entangle (DC 13), invisibility (self only), pyrotechnics (DC 14), ventriloquism (DC 13) TACTICS
A grig swarm normally attacks by surrounding and enveloping its opponents. Before closing to melee range, a swarm uses its entangle ability to bind its foes. Morale If facing destruction, a grig swarm often turns invisible and flees. STATISTICS
Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14 SPECIAL ABILITIES
Fiddle (Su)The grigs that make up a grig swarm carry tiny, grig-sized fiddles. When the fiddlers play, any non-fey within 30 feet of the instruments must make a successful DC 17 Will save or be affected as though by irresistible dance for as long as the playing continues. The save DC is Charisma-based. |