Sprite, Grig

Tiny Fey — CR 1

Monster Manual v.3.5 (MM), p. 2353.5
Hit Dice
½d6+1 (2 hp)
Initiative
+4
Speed
Land 20 ft
Armor Class
18, touch 16, flat-footed 16
Base Attack / Grapple
+0/-11
Attack
Short sword +6 melee (1d3-3/19-20) or longbow +6 ranged (1d4-3/x3)
Full Attack
Short sword +6 melee (1d3-3/19-20) or longbow +6 ranged (1d4-3/x3)
STR
5
DEX
18
CON
13
INT
10
WIS
13
CHA
14
Fort / Ref / Will
+1 / +6 / +3
Challenge Rating
1
Alignment
Always Neutral-Good
Organization
Gang (2–4), band (6–11), or tribe (20–80)
Treasure
No coins; 50% goods; 50% items
Environment
Forests
Level Adjustment
+3
Spell Resistance
17

Special Abilities

Feats

This tiny being has a humanoid head, torso, and arms, with the wings, antennae, and legs of a cricket.

Description

Sprites are reclusive fey. They go out of their way to fight evil and ugliness and to protect their homelands. Legend claims that sprites die only through injury or disease.

Grigs are mischievous and lighthearted. They have no fear of larger creatures and delight in playing tricks on them. Favorite pranks include stealing food, collapsing tents, and using ventriloquism to make objects talk.

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 grip stands 1-1/2 feet tall and weighs about 1 pound.

Grigs speak Sylvan. Some also speak Common.

Combat

Sprites fight their opponents with spell-like abilities and pintsized weaponry. They prefer ambushes and other trickery over direct confrontation.

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: All sprites have a +2 racial bonus on Search, Spot, and Listen checks. Grigs have a +8 racial bonus on Jump checks. *They also have a +5 racial bonus on Move Silently checks in a forest setting.