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.
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At will: druidcraft
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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.