Grig

GrigGrigs are tiny fey with the upper bodies of elf-like sprites and cricket bodies below. Their humanoid features vary wildly in individual appearance, but they usually wear their brown, silver, or green hair long and uncombed. In most cases, grigs’ skin bears gold or green stripes or markings, and their legs are brightly colored. They prefer to eschew clothes entirely, wearing clothing only when such apparel has desirable magical effects. Grigs stand 1-1/2 feet tall, and weigh just under 10 pounds.

Grigs make their homes in thick woods alongside rolling hills, often near bodies of water. In every grig community may be found a clearing where the group observes the moon during its many lunar holidays.

Despite their tiny size, grigs are eager to confront evil and vanquish ugliness—as a result, grigs often find themselves in trouble. They rarely attack directly, instead preferring the element of surprise. In combat, grigs maintain their distance. Grigs use their movement to their advantage, frequently jumping about their enemies or flying beyond their reach.

Gigs excel at music, and can create lively ditties simply by sawing their legs against their bodies. Grig music often stirs people to dance, even when the grigs don’t enhance their music with supernatural compulsions. In addition to loving music, grigs enjoy the visual arts, especially paintings and sketches, and they often decorate their homes with bright colors and delightful images. (Bestiary 2, pg. 147)

Grig Racial Traits

+4 Dexterity, +2 Charisma, -4 Strength: Grig are fast and likeable but feeble.

Fey: Grigs are fey, creatures with supernatural abilities and connections to nature or to some other force or place.

Tiny: Grig are tiny and gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a -2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. A grig takes up a space that is 2.5 feet by 2.5 feet and has a reach of 0 feet. They are too small to flank.

Speed: Grig have a base speed of 20 feet.

Musical Legs: Grigs are capable of rubbing their legs together like a cricket to create a surprisingly pleasant sound not unlike that of a tiny fiddle. As a standard action, a grig can create a catchy tune that encourages friendly or helpful creatures within a 20-foot spread to dance.

Jumper: Grig are always considered to have a running start when making Acrobatics checks to jump.

Fey Damage Resistance: Grig have DR 5/cold iron.

Low-light Vision: Grig can see twice as far as a race with normal vision in conditions of dim light.

Languages: Grig begin play speaking Common and Sylvan. Grig with high Intelligence scores can choose from any of the languages: Elven, Gnome, Aklo, Aquan, Auran, Terran.

Alternate Racial Traits

Gliding Wings: Grigs take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, grigs can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A grig with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide. This trait replaced Fey Damage Resistance.

(For monstrous campaigns) Fly: Some Grig have developed better stronger wings at the expense of their ground abilities. Rather than strengthening their legs for fast jumping, they have strengthened their wings for flight. These Grig develop more delicately and are generally weaker than their leaping counterparts, but they have a fly speed of 30 feet with clumsy maneuverability. This trait replaces Fey Damage Resistance and Jumper.

Racial Points Explained

Racial Points Description
10 TOTAL
2 Fey (Low-Light Vision) Type
4 Tiny Size
-1 Slow Speed Speed
0 Standard Ability Score Modifier
0 Standard Language
3 Fey Damage Resistance Defense Racial Trait
2 Jumper Movement Racial Trait

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