Grig
System: Pathfinder | SRD
Grig
CR 1
XP 400
NG
Fey
Tiny
Init +4
;
Senses low-light vision; Perception +5
Defense
AC 17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +2 size)
hp 4 (1d6+1)
Fort +1
Ref +6
Will +3
DR 5/cold iron
SR 16
Offense
Speed 30 ft., fly 40 ft. (average)
Melee short sword -1 (1d3-3/19-20)
Ranged longbow +6 (1d4-3/×3)
Space 2-1/2 ft.
;
Reach 0 ft.
Special Attacks fiddle
CMB +2
CMD 10 (16 vs. trip)
Statistics
Str 5,
Dex 18,
Con 13,
Int 10,
Wis 13,
Cha 14
Base Atk +0
Feats Dodge
Skills Acrobatics +8 (+12 jump), Escape Artist +8, Fly +12, Perception +5, Perform (string) +6, Stealth +16
Languages Common, Sylvan
Special Abilities
Fiddle (Su) Grigs are capable of rubbing their legs together like a cricket to create a surprisingly pleasant sound not unlike that of a tiny fiddle. As a standard action, a grig can create a catchy tune that compels any creature within a 20-foot spread to dance and caper. A creature can resist this compulsion by making a DC 12 Will save. Creatures that fail are compelled to dance and shuffle their feet, and are effectively staggered as long as the grig continues to fiddle. A grig can maintain this effect for up to 10 rounds per day by concentrating. Once a creature makes the save against a grig's fiddle, it is immune to further fiddle effects from that grig for 24 hours. This is a sonic mind-affecting effect. The save DC is Charisma-based.
Perched on the prickly legs of a cricket, this tiny creature has gossamer wings and the upper body of an elven woman.