3e SRD:Grig
Grig
Size/Type: | Tiny Fey |
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Hit Dice: | 1/2 d6+1 (2 hp) |
Initiative: | +4 (Dex) |
Speed: | 20 ft., fly 40 ft. (poor) |
AC: | 18 (+2 size, +4 Dex, +2 natural) |
Attacks: | Diminutive short sword +6 melee; or composite shortbow +6 ranged |
Damage: | Diminutive short sword 1d3-3; or composite shortbow 1d4 |
Face/Reach: | 2.5 ft. by 2.5 ft./0 ft. |
Special Attacks: | Spell-like Abilities, fiddle |
Special Qualities: | SR 17 |
Saves: | Fort +1, Ref +6, Will +3 |
Abilities: | Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14 |
Skills: | Craft (any one) +4, Escape Artist +8, Hide +16, Jump +9, Listen +7, Move Silently +8*, Perform (dance, fiddle, melody, plus any other one) +6, Search +3, Spot +4 |
Feats: | Dodge, Weapon Finesse (dagger) |
Climate/Terrain: | Temperate and warm forest |
Organization: | Gang (2-4), band (6-11), or tribe (20-80) |
Challenge Rating: | 1 |
Treasure: | No coins; 50% goods; 50% items |
Alignment: | Always neutral good |
Advancement: | 1-3 HD (Tiny) |
Combat
Spell-Like Abilities: 3/day- change self, entangle, invisibility (self only), pyrotechnics, and ventriloquism. These abilities are as the spells cast by a 9th-level sorcerer (save DC 12 + spell level).
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 at a Will save (DC 15) or be affected as though by irresistible dance as long as the playing continues.
Skills: All sprites receive a +2 racial bonus to Search, Spot, and Listen checks. Grigs receive a +8 racial bonus to Jump checks. *They also receive a +5 racial bonus to Move Silently checks in a forest setting.
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