XP 50 ()

N Small

Initiative +3


AC 13

hp: 9 (2d6 + 2)


Speed: 30 ft., climb 30 ft., swim 20 ft.

Melee Attack— Shortsword: +5 to hit (reach 5 ft.; one creature). Hit: 1d6 + 3 piercing damage.

Ranged Attack— Dart: +5 to hit (range 20 ft./60 ft.; one creature). Hit: 1d4 + 3 piercing damage. If poison is used, see grippli poison, below.

Ranged Attack—Net: +5 to hit (range 5 ft./15 ft.; one creature). Hit: The target is restrained until it makes a successful DC 10 Str check or until 5 slashing damage is done to the net (AC 10). Targets of Huge size or larger are not affected.


Str 10 (+0), Dex 16 (+3), Con 12 (+1),

Int 12 (+1), Wis 11 (+0), Cha 6 (–2)

Languages: Common, Unique (Grippli)

Skills: Perception +2, Stealth +4, Survival +4

Senses: Darkvision 60 ft.


Grippli Shaman: Any large group of gripplis (12 or more) will be accompanied by one or more tribal shamans. A grippli shaman has heightened Wisdom (13) and the ability to cast the following spells, using Wisdom as its spellcasting ability (DC 11, attack +3). It doesn’t need material components to cast these spells.

Cantrips (at will): druidcraft, guidance

1st level (x4): animal friendship, entangle, fog cloud, goodberry

2nd level (x2): lesser restoration, pass without trace

Grippli Poison: A target hit by a poisoned grippli dart must make a successful DC 11 Con saving throw or become poisoned for 1d4 rounds. At the end of the last turn of poisoning, the target repeats the saving throw. A successful save means the target recovers, but a failed save means the target becomes paralyzed for 1d6 rounds. A successful saving throw does not make the target immune to later poisonings.

Swamp Stride: Gripplis can move across mud, muck, shallow water, and any other difficult terrain that arises from the presence of water without penalty.


Environment: Warm and

Organization: Gang (2–5), pack (6–11), or village (20–30 plus 6–11 noncombatants)

Gripplis are short, froglike humanoids that dwell in swamps, marshes, and rainforests. They can move upright or on all fours. They spend most of their time scooting about their community doing many of the same tasks that humans perform in their own towns.

A grippli stands 2 to 2–1/2 feet tall. Its eyes are yellow with vertical pupils of black. Gripplis often wear brightly colored clothes and gaudy, decorative jewelry and other adornments. They are fond of brightly colored items of all kinds.

Gripplis are peaceful, thoughtful, nonaggressive, creatures who attack only when threatened or frightened. They prefer to keep their distance and attack using their nets and darts. If engaged in melee, gripplis employ short swords. Some gripplis coat their darts with paralytic poison before entering battle, but this practice is not universal; it largely depends on how much trouble this tribe of gripplis has experienced from outsiders recently.

A grippli village is organized much like a human village. Each grippli family maintains its own dwelling. Their huts are small, constructed of wood and mud. Gripplis build them beneath the branches of large trees to shade themselves from long, hot, tropical days. Every grippli village is led by a tribal leader (usually a female) who is considered the wisest among them, and has one or more shamans (always female) who cast spells similar to druids.

Gripplis are enthusiastic traders with other more gregarious races such as elves and halflings and with peaceful fey. They are also skilled hunters in their swampy or forested territory. Gripplis are fond of fruit and insects (including the giant varieties), and they are very responsible about collecting and storing supplies in their villages against seasonal shortages and lean times.

Gripplis reproduce by laying eggs. They reproduce slowly, with a typical clutch containing but one egg. For this reason, the normally peaceful gripplis defend their young with a ferocity that surprises even those races of humanoids with a reputation for cherishing their children.