FREQUENCY: Very rare ([Temperate
Wilderness Hills])
NO. APPEARING: 2-12 (or
5-50)
ARMOR CLASS: 2
MOVE: 6" (or 12" leap)
HIT DICE: 1/2+1
(2-5 hit points)
% IN LAIR: 10%
TREASURE TYPE: [X], [Y]
NO. OF ATTACKS: 3 or 2
DAMAGE/ATTACK: By weapon
type
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: Spells
MAGIC RESISTANCE: 30%
INTELLIGENCE: Low to average
ALIGNMENT: Neutral (good)
SIZE: S (1 1/2' tall)
LEVEL/X.P. VALUE: II | 50
+ 1
The leaping grigs appear
to be some form of sprite. Found only in
sylvan
woodlands and meadows, these
creatures are shy of strangers but
otherwise good-natured and
friendly. They are nocturnal and in most
instances are encountered
in a glen. There with 1 or, possibly, several
other bands of grigs or
a tribe of atomies (q.v.) or both, they will meet
to
play and dance in the moonlight.
There is a 30% probability for other
grigs or atomies to be there:
1-1 5 = 5-50 grigs, 16-25 = 2-1 2 grigs and
30-1 20 atomies, and 26-30
= 5-50 grigs and 30-1 20 atomies. One or
more of the grigs will play
bowed instruments while others enjoy circle
dances and other pastimes.
The grigs’ high AC is due
to their size, dexterity, and leaping
ability. Their legs are
more like a cricket’s or grasshopper’s than a
sprite’s, and these limbsgive
thegrigsthe abilityto leap long distances,
assisted by their small,
gauze-like wings. Attack is made only upon evil
enemies or those who molest
the grigs. It is typically a combination of
missile release and melee.
Due to their skill and dexterity, grigs attackat
+2 to hit when hurling missiles.
Each grig carries at least 6 small darts.
These they hurl during their
hopping flight. Then they alight and thrust
needle-like daggers. Their
small darts are equal to large ones when used
by the grigs, but when used
by others, theseweapons cause but 1 point
of damage. Similarly, the
grig dagger is but a knife save in the hands of
grigs where it inflicts
damage equal to a short sword.
Grigs have the following
spell-like powers which they can employ at
will, 1 at a time, 1 per
round: change self, entangle,
invisibility,
pyrotechnics,
trip, and ventriloquism.
These magical powers are used at 6th
level of ability.
The grigs enjoy using the
dweomers for jolly fun as well as for self-protection,
and many are the practical
jokes reported from encounters
with these creatures.
They have hearing equal to
double human norm, infravision to 180 feet.
and ultravision.
In addition to their own
tongue, grigs speak Atomie, Brownie, Pixie, and
Sprite. Of course, they
speak Common as well if they choose to slow
their speech and pitch it
downwards in scale.
Fiddler Grig: Grig
fiddlers are 25% likely to be able to play a tune the effect of which
equals that of the magic-user
spell Otto’s Irresistible Dance. A saving
throw vs. spell is applicable
to all within a 30-foot radius of the playing
grig. Failure means the
victim must dance until the grig ceases playing
or the victim drops of exhaustion.
Grigs can play for hours. Grigs are
90% likely to surprise and
only 10% likely to themselves be surprised.