Swarm of Grigs

Medium swarm, neutral good

Armor Class

14 (natural armor)

Hit Points

110 (20d8 + 20)

Speed

30 ft., fly 40 ft.

STR

5 (-3)

DEX

14 (+2)

CON

12 (+1)

INT

10 (+0)

WIS

13 (+1)

CHA

16 (+3)

Senses

passive Perception 14

Saving Throws

Dex +5, Cha +6

Skills

Acrobatics +5, Perception +4, Performance +6, Stealth +8

Languages

Common, Sylvan

Challenge

6 (2,300 XP)

Innate Spellcasting. The swarm of grig’s innate spellcasting ability is Charisma (spell save DC14, +6 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 swarm of grigs surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 28 (8d6) damage from the attack.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a grig. The swarm can’t regain hit points or gain temporary hit points.

Actions

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage, or 5 (1d6 + 2) piercing damage if the swarm has half its points or fewer.

Fiddle (Recharge 5–6). The swarm of grigs begins playing a lively tune with its fiddles. Creatures within 30 feet that can hear the fiddle must make a DC 13 Wisdom saving throw or be charmed for 1 minute. While charmed by the swarm, the target 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.

medium
swarm
cr6
tome-of-horrors