Grig Creature 1

CN Tiny Fey Sprite

Senses Perception +7; low-light vision

Languages Common, Sylvan

Skills Acrobatics +7, Athletics +2 (+6 to High Jump or Long Jump), Performance +7, Stealth +7

Str -2, Dex +4, Con +1, Int +0, Wis +2, Cha +4

AC 17; Fort +6, Ref +9, Will +9

HP 20; Weaknesses cold iron 5

Speed 25 feet, fly 30 feet

Melee fist +9 (agile, finesse, magical), Damage 1d4-2 bludgeoning

Ranged dissonant note +9 (evocation, magical, range 30 feet, Sonic), Damage 1d8 Sonic

Primal Innate Spells DC 18; 2nd glitterdust, invisibility (self only); 1st illusory disguise; Cantrips (2nd) ghost sound

Fiddle (auditory, emotion, enchantment, mental, primal) A grig can rub its legs together to create a catchy fiddling tune that compels others within 30 feet to dance about, with varying effects depending on a DC 18 Will save. A listener is temporarily immune for 10 minutes on a success, but otherwise, if the grig continues to Fiddle each round, the creature receives no additional saves.

Success No effect.

Failure Flat-footed and -10-foot status penalty to Speeds.

Critical Failure As failure, and also slowed 1.


Grigs are kindly musicians of the fey, often getting themselves into trouble due to their penchant for confronting evil well beyond their ability to vanquish. Even so, they fight bravely and with great cunning, using their magic and ranged Sonic attacks while flying and leaping using their wings and powerful cricket-like lower torsos to stay out of reach.