3e SRD:Grig

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This material is published under the OGL 1.0a.

Grig[edit]

Size/Type: Tiny Fey
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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