Elite Grig (PFS Q18)

Level 1
Creature· chaoticTinyLegacy
AC
19
HP
30
Speed
25 ft.
Perception
+9
Fort
+8
Ref
+11
Will
+11
Weaknesses cold-iron 5
Languages common, fey
Senses low-light-vision
Skills acrobatics +9, performance +9, stealth +9, athletics +4
Other Speeds fly 30 ft.
Recall Knowledge DC 15 (nature)

Attacks

Melee Fist +11 (agile, finesse, magical, unarmed), Damage 1d4 bludgeoning
Melee Dissonant Note +11 (magical, sonic), Damage 1d8+2 sonic

Abilities

Fiddle

A grig can rub its legs together to create a catchy fiddling tune that compels others within 30-foot area to dance about, with varying effects depending on a DC 20 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

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.