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|This material is published under the OGL 1.0a.|
|Hit Dice:||1/2 d6+1 (2 hp)|
|Speed:||20 ft. (4 squares), fly 40 ft. (poor)|
|Armor Class:||18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16|
|Attack:||Short Sword +6 melee (1d3–3/19–20) or longbow +6 ranged (1d4–3/x3)|
|Full Attack:||Short Sword +6 melee (1d3–3/19–20) or longbow +6 ranged (1d4–3/x3)|
|Space/Reach:||2-1/2 ft./0 ft.|
|Special Attacks:||Spell-like abilities, fiddle|
|Special Qualities:||Damage reduction 5/cold iron, low-light vision, spell resistance 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 |
|Feats:||DodgeB, Stealthy, Weapon FinesseB|
|Organization:||Gang (2–4), band (6–11), or tribe (20–80)|
|Treasure:||No coins; 50% goods; 50% items|
|Alignment:||Always neutral good|
|Advancement:||1–3 HD (Tiny)|
Grigs can leap great distances. They have light blue skin, forest-green hair, and brown hairy legs, and usually wear tunics or brightly colored vests with buttons made from tiny gems. A grig stands 1-1/2 feet tall and weighs about 1 pound.
Grigs speak Sylvan. Some also speak Common.
Grigs are fierce by sprite standards, attacking opponents fearlessly with bow and dagger.
Spell-Like Abilities: 3/day—disguise self, entangle (DC 13), invisibility (self only), pyrotechnics (DC 14), ventriloquism (DC 13). Caster level 9th. The save DCs are Charisma-based.
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.
Skills: Grigs have a +8 racial bonus on Jump checks. *They also have a +5 racial bonus on Move Silently checks in a forest setting.
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