Grig Swarm

Winged man-shaped creatures with blue skin and cricket legs buzz about in a dense mass both hypnotic and frightening.
 

Grig Swarm (CR 6)

Tiny Fey (Swarm)
Alignment: Neutral Good
Initiative: +4
Senses: Low-Light Vision; Perception +14
  Speed: 20 feet, Fly 40 feet (poor)
Space: 10 feet
 

Defense

Armor Class: 19, touch 17, flat-footed 14 (+4 Dex, +1 dodge, +2 natural, +2 size)
Hit Points: 45 (10d6+10)
Saving Throws: Fort +6, Ref +11, Will +8
Damage Reduction: 5/cold iron
Immunity: swarm traits
Spell Resistance: 17
Weaknesses: swarm traits
 

Offense

Melee: swarm (2d6)
Reach: 0 feet
  Special Attacks: Distraction (DC 16), fiddle
  Spell-Like Abilities (CL 10th):

Statistics

StrDexConIntWisCha
5 (-3) 18 (+4) 13 (+1) 10 (+0) 13 (+1) 14 (+2)
Base Attack Bonus: +5
CMB -
CMD -
  Feats: Dodge, Great Fortitude, Spring Attack, Weapon Finesse
  Skills: Acrobatics +17 (+23 jumping), Craft (any) +13, Escape Artist +17, Fly +4, Perception +14, Perform (string instruments) +15, Stealth +25 (+29 in forests) Languages: Common, Sylvan
 

Special Abilities

Fiddle (Su)

The grigs that make up a grig swarm carry tiny, grig-sized fiddles. When the fiddlers play, any non-sprite within 30 feet of the instruments must make a successful DC 17 Will save or be affected as though by irresistible dance for as long as the playing continues. The save DC is Charisma-based.
 

Ecology

Environment: Temperate Forests
Organization: solitary, tangle (2-4 swarms), or cyclone (5-10 swarms)
Treasure: none

  A grig swarm is a large mass of flying grigs. Normally grigs don't gather into groups larger than 80 or so creatures. But sometimes when several tribes come together, they join as a grig swarm.
  The individual grigs that make up the swarm have light blue skin, forest-green hair, and brown hairy legs, and usually wear tunics or brightly colored vests with buttons made from tiny gems. A grig stands 1-1/2 feet tall and weighs about 1 pound.
  A grig swarm normally attacks by surrounding and enveloping its opponents. Before closing to melee range, a swarm uses its entangle ability to bind its foes. If facing destruction, a swarm often turns invisible and flees.
  Copyright Notice Author Scott Greene.

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