Climat/Terrain | Temperate forests | ||
Organisation | Band | ||
Fréquence | Très rare | ||
Diète | Herbivore | ||
Cycle d'activité | Night | ||
Intelligence | 8-10 - Intelligence moyenne (humain) | ||
Trésor | M (X,Y) | ||
Alignement | Neutre Bon | ||
Nombres | 2-12 | ||
Classe d'armure | 2 | ||
Mouvement |
Au sol :
6'' Vol : - Classe de vol : Nage : Enfouissement : Web : |
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Dés de vie | ½+1 | ||
Thac0 | 20 | ||
Nbre d'attaques | 3 (darts) or 2 (swords) | ||
Dommage / attaques | By weapon | ||
Attaques spéciales | See below | ||
Défenses spéciales | See below | ||
Résistance à la magie | 30% | ||
Taille |
T - tiny ( 2' tall or less) (1½’ tall) |
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Morale | 11-12 - Stable | ||
Valeur en XP | 270 xp |
Commentaires :
Grigs are mischievous and lighthearted. They have no fear of big people and take great joy in playing tricks upon them. A grig has the head, torso, and arms of a sprite, with the wings, antennae, and legs of a cricket. They can leap great distances. Grigs have light blue skin, forest green hair, and brown hairy legs. They usually wear tunics or brightly colored vests with buttons made from tiny gems. Grigs speak atomie, brownie, pixie, sprite, and Common. They have double normal hearing range and 180-foot infravision. The origin of the grigs remains a mystery. |
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Combat :
Fierce (by sprite standards), each grig carries six small darts and a sprite sword. Grigs gain a +2 bonus to attack rolls with darts. Darts and swords do normal damage when used by grigs, but only 1 point of damage when used by non-grigs. Grigs have the following spell-like abilities, usable once per round at 6th-level ability: change self, entangle, invisibility, pyrotechnics, trip, and ventriloquism. Grigs move silently in woodlands; they are surprised only on a 1, while opponents suffer a -6 penalty to surprise rolls. Some grigs throw darts, while others leap to attack, and one grig fiddler (grigs never go anywhere without a fiddle), plays a song with the same effect as Otto’s irresistible dance. All non-sprites within 30 feet of the fiddler must make a successful saving throw vs. spell or dance until the grig ceases playing. Grigs can play for hours. |
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Habitat / Société :
Grigs roam the forests in small bands. They have no permanent homes but often sleep in the limbs of treants, or near unicorns (who protect grigs even unto death). Grigs are cautious but trusting. They delight in playing pranks on big people. Common ploys include stealing food, collapsing a tent, and using ventriloquism to make objects talk. Once a prank is set, the grigs sit back and watch, laughing at the unfortunate person. People who make fools of themselves are apt to be plagued by harmless jokes until they reach the forest edge. At that point, one of the grigs comes out of hiding and makes amends with a gift, either a harmless bauble such as a 1d6×100 gp gem (25%) or a precious jar of really fresh honey (75%). |
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Ecologie :
Grigs live on nuts, berries and honey, like their atomie cousins. |