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Grig 2
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Appearance: Grigs are diminutive creatures, standing no taller than a foot in height, with slender and wiry bodies. Their appearance is reminiscent of a cross between a humanoid and an insect, with thin limbs and agile movements. They possess large, expressive eyes that shimmer with mischief, and their faces often sport mischievous grins. They have insect-like wings that shimmer with iridescent colors, allowing them to flit through the air with remarkable speed and agility.

Behavior: Grigs are known for their mischievous and playful nature. They delight in pranks and tricks, often playing harmless but amusing jokes on unsuspecting travelers or woodland creatures. Despite their small size, they are fiercely independent and resourceful, using their intelligence and cunning to outwit larger foes. They are also highly social creatures, often congregating in small groups to share stories, music, and laughter.

Habitat: Grigs make their homes in dense forests or wooded areas, where they can easily blend in with their surroundings and evade detection. They are particularly fond of lush, verdant environments with plenty of hiding places and opportunities for mischief. They are adept climbers and can often be found perched high in the branches of trees, surveying their domain with keen eyes.

Modus Operandi: Grigs rely on stealth and agility to carry out their pranks and mischief. They often use their small size and nimble movements to go unnoticed by larger creatures, allowing them to sneak up on their targets undetected. Grigs are skilled at setting traps and creating diversions, using their keen intellect to outsmart their adversaries and escape unscathed. Despite their playful nature, they are not to be underestimated – they are capable of defending themselves with surprising ferocity if provoked.

Motivation: The primary motivation driving them is a thirst for adventure and excitement. They are constantly seeking out new challenges and opportunities for mischief, driven by an insatiable curiosity about the world around them. Grigs are also fiercely protective of their woodland homes and will go to great lengths to defend them from threats, whether real or imagined. Despite their mischievous antics, Grigs ultimately have a deep reverence for the natural world and strive to maintain harmony within it.

  • Grig 5e
  • Grig Pathfinder
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Small Fey, Chaotic Good

Armor Class: 15 (Natural Armor)

Hit Points: 18 (4d6 + 4)

Speed: 25 ft., fly 40 ft.

8 (-1)16 (+3)13 (+1)12 (+1)14 (+2)12 (+1)

Skills: Perception +4, Stealth +5

Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks

Senses: Darkvision 60 ft., Passive Perception 14

Languages: Common, Sylvan

Challenge: 1 (200 XP)

Innate Spellcasting. The Grig’s innate spellcasting ability is Wisdom (spell save DC 12). The Grig can innately cast the following spells, requiring no material components:

  • At will: Druidcraft
  • 1/day each: Entangle, Invisibility (self only)

Magic Resistance. They have advantage on saving throws against spells and other magical effects.

Fiddle. The Grig carries a tiny fiddle that it plays to unleash magical effects. As a bonus action, the Grig can play a tune on its fiddle to cast one of the following spells (spell save DC 12), expending a use of the spell:

  • Animal Friendship
  • Sleep
  • Charm Person
  • Tasha’s Hideous Laughter


Multiattack. The Grig makes two attacks: one with its shortsword and one with its shortbow.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

This tiny fey creature is known for its mischievous nature and its talent for playing enchanting melodies on its fiddle. Despite its small size, the Grig is a formidable opponent, capable of weaving powerful spells and striking with surprising accuracy. Beware its charm, for those who fall under its spell may find themselves dancing to the Grig’s tune.

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Perched on the prickly legs of a cricket, this tiny creature has gossamer wings and the upper body of an elven woman.

Grigs 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. they 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, they are eager to confront evil and vanquish ugliness’ as a result, they often find themselves in trouble. They rarely attack directly, instead preferring the element of surprise. In combat, they maintain their distance and either depend on their spell-like abilities or fire their longbows from afar. 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. Their 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.

Grig CR 1
XP 400

NG Tiny fey

Init +4; Senses Low-Light Vision; Perception +5
AC 17, touch 17, flat-footed 12 (+4 Dexterity, +1 dodge, +2 size)

hp 4 (1d6+1)

Fort +1, Ref +6, Will +3

DR 5/cold iron; SR 16
Speed 30 ft., Fly 40 ft. (average)

Melee short sword -1 (1d3-3/19-20)

Ranged longbow +6 (1d4-3/×3)

Space 2-1/2 ft.; Reach 0 ft.

Special Attacks fiddle

Spell-Like Abilities (CL 9th; concentration +11)

3/day – disguise self, entangle (DC 13), invisibility (self only), pyrotechnics (DC 14)
Strength 5, Dexterity 18, Constitution 13, Intelligence 10, Wisdom 13, Charisma 14

Base Atk +0; CMB +2; CMD 10 (16 vs. trip)

Feats Dodge

Skills Acrobatics +8 (+12 jump), Escape Artist +8, Fly +12, Perception +5, Perform (string) +6, Stealth +16

Languages Common, Sylvan
Fiddle (Su)

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, they can create a catchy tune that compels any creature within a 20-foot spread to dance and caper. A creature can resist this compulsion by making a DC 12 Will save. Creatures that fail are compelled to dance and shuffle their feet, and are effectively staggered as long as the grig continues to fiddle. A grig can maintain this effect for up to 10 rounds per day by concentrating. Once a creature makes the save against a grig’s fiddle, it is immune to further fiddle effects from that grig for 24 hours.
This is a sonic mind-affecting effect. The save DC is Charisma-based.
Environment temperate forests

Organization solitary, gang (2-5), or band (6-11)

Treasure NPC gear (short sword, longbow with 20 arrows, other treasure)

Section 15: Copyright Notice – Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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