Grig

Level 1
Creature· chaoticTinyLegacy
AC 17
HP 20
Speed 25 ft.
Fort +6
Ref +9
Will +9
Perc +7
Size Tiny
Common
chaoticfeysprite
Weaknesses cold iron 5
Spells
Primal Innate Spells (DC 18, attack +10)
Languages common, fey
Senses low-light-vision
Speeds 25 ft., fly 30 ft.
Skills acrobatics +7, performance +7, stealth +7, athletics +2
Recall Knowledge nature DC 15

Attacks

Melee Fist +9/+5/+1(agile, finesse, magical, unarmed)
Damage: 1d4-2 bludgeoning
Ranged Dissonant Note +9/+4/-1 (range 30 ft.)(magical, sonic)
Damage: 1d8 sonic

Abilities

Fiddleoffensive(auditory, emotion, mental, primal)

A grig can rub its legs together to create a catchy fiddling tune that compels others within 30-foot emanation 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 Off-Guard and –10-foot status penalty to Speeds Critical Failure As failure, and also Slowed 1 Effect: Fiddle

Description

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.


Elusive, flighty, and ebullient, sprites are what many villagers first imagine when they hear the terms "fey" or "fairy." While their dispositions vary from the benevolent grig to the trickster pixie, all sprites share a connection to magic and diminutive size. This family of fey shares its name with its slightest and most populous member, the common sprite.

Traits

Chaotic