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Grig - CR: 1
SpeciesTiny Fey
SubspeciesFey
SizeTiny
TypeFey
Hit Dice1d6+1 (7hp)
Speed20 ft. (4 squares), fly 40 ft. (poor)
AbilitiesStr 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14
Special QualitiesDamage reduction 5/cold iron, low-light vision, spell resistance 17
EnvironmentTemperate forests
OrganizationGang (2-4), band (6-11), or tribe (20-80)
TreasureNo coins; 50% goods; 50% items
AlignmentAlways neutral good
Advancement1-3 HD (Tiny)
Level Adjustment+3
Skills
Craft (any one) +4, Escape Artist +8, Hide +18, Jump +3, Listen +3, Move Silently +10*, Perform (string instruments) +6, Search +2, Spot +3
Feats
DodgeB, Stealthy, Weapon FinesseB
Combat
Initiative+4
Armor Class (AC)18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16
Base Attack+0/-11
AttackShort sword +6 melee (1d3-3/19-20) or longbow +6 ranged (1d4-3/×3)
Full AttackShort sword +6 melee (1d3-3/19-20) or longbow +6 ranged (1d4-3/×3)
Space/Reach2½ ft./0 ft.
Special AttacksSpell-like abilities, fiddle
SavesFort +1, Ref +6, Will +3
Description
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 1½ feet tall and weighs about 1 pound.

Grigs speak Sylvan. Some also speak Common.

Combat
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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