Grig
Creature 1 — fey, sprite
Pre-Remaster content. May include legacy alignment.
WeaverShadeLANDAERIALfey
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 disposi
Source: pathfinder-bestiary (Pre-Remaster)
Perception +7; low-light-vision
Languages common, fey
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
Offense
Melee Fist (agile, finesse, magical, unarmed) +9, Damage 1d4-2 bludgeoning
Ranged Dissonant Note (magical, sonic) +9, range 30 feet, Damage 1d8 sonic
Abilities
Fiddle (auditory, emotion, mental, primal) — A grig can rub its legs together to create a catchy fiddling tune that compels others within 30-foot emanation{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 Off-Guard and –10-foot status penalty to Speeds
Critical Failure As failure, and also Slowed 1
Success No effect
Failure Off-Guard and –10-foot status penalty to Speeds
Critical Failure As failure, and also Slowed 1
Primal Innate Spells DC 18, attack +10
2nd Glitterdust, Invisibility (Self Only)
1st Illusory Disguise
Cantrips (2nd) Ghost Sound
WORKS WELL WITH
CrasherLAND / AERIALThe Fiddle compulsion disrupts enemy positioning and actions, opening gaps for a heavy hitter to deliver unopposed strikes.
FlankerLAND / AERIALEnemies compelled to dance lose actions and positioning, making them easy flanking targets for a mobile striker.
SniperLAND / AERIALAerial mobility and Will-targeting control keep enemies pinned at range while a ranged damage-dealer picks them off safely.
PUNISHES
✖ clumping✖ low Will
Works well with · Punishes · Pairing advice
Unlock with Tactics
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