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Size & Type (subtype):Tiny FeyHit Dice:1/2 d6+1 (2)
Initiative:   +4 (Dex)   Speed:   20 ft., fly 40 ft. (poor)  
Armor Class:   18 (+2 size, +4 Dex, +2 natural)   Attacks:   Dagger +6 melee; or composite shortbow +6 ranged  
Damage:   Dagger 1d4-3; or composite shortbow 1d4   Face and Reach:   2 1/2 ft. by 2 1/2 ft./0 ft.  
Special Attacks:   Spell-like abilities, fiddle   Special Qualities:   SR 17  
Saving Throws  Fortitude: 1  
Reflex: 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, +8, fiddle, melody, plus any other one) +6, Search +3, Spot +4   Feats:   Dodge, Weapon Finesse (dagger)  
Climate and Terrain:   Temperate and warm forest   Climate:   temperate,warm  
Terrain:   forest   Organization:   Gang (2-4), band (6-11), or tribe (20-80)  
Challenge Rating:   1   Challenge Rating Value:   1  
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 Otto's 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.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002