Tiny fey, neutral good

Armor Class 13 (natural armor)
Hit Points 28 (8d4 + 8)
Speed 30 ft., fly 40 ft.

5 (-3) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)

Skills Acrobatics +4, Perception +3, Performance +6, Stealth +6
Senses darkvision 60 ft., passive Perception 13
Languages Common, Sylvan
Challenge 1 (200 XP)

Special Traits

    • Innate Spellcasting. The grig’s innate spellcasting ability is Charisma (spell save DC12, +4 to hit with spell attacks). It can cast the following spells innately, without requiring material components.
      • At will: druidcraft
      • 3/day each: disguise self, entangle, invisibility
      • Surprise Attack. If the grig surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.


      • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
      • Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
      • Fiddle (Recharge 5-6). The grig begins playing with its legs in a lively tune. Creatures within 30 feet that can hear the grig must make a DC13 Wisdom saving throw. On a failed save, the creature is charmed for 1 minute. While charmed by the grig, it uses its action to dance in place, capering comically. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the saving throw is successful, or the effect ends for it, the creature is immune to that grig’s Fiddle ability for 24 hours.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.