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|Hit Dice:||1/2 d6+1 (2 hp)|
|Speed:||20 ft., fly 40 ft. (poor)|
|AC:||18 (+2 size, +4 Dex, +2 natural)|
|Attacks:||Diminutive short sword +6 melee; or composite shortbow +6 ranged|
|Damage:||Diminutive short sword 1d3-3; or composite shortbow 1d4|
|Face/Reach:||2.5 ft. by 2.5 ft./0 ft.|
|Special Attacks:||Spell-like Abilities, fiddle|
|Special Qualities:||SR 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 +16, Jump +9, Listen +7, Move Silently +8*, Perform (dance, fiddle, melody, plus any other one) +6, Search +3, Spot +4|
|Feats:||Dodge, Weapon Finesse (dagger)|
|Climate/Terrain:||Temperate and warm forest|
|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)|
Spell-Like Abilities: 3/day- change self, entangle, invisibility (self only), pyrotechnics, and ventriloquism. These abilities are as the spells cast by a 9th-level sorcerer (save DC 12 + spell level).
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 at a Will save (DC 15) or be affected as though by irresistible dance as long as the playing continues.
Skills: All sprites receive a +2 racial bonus to Search, Spot, and Listen checks. Grigs receive a +8 racial bonus to Jump checks. *They also receive a +5 racial bonus to Move Silently checks in a forest setting.
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