Grig (CR 1)

Tiny Fey
Alignment: Always neutral good
Initiative: +4 (Dex); Senses: low-light vision, Listen +3, and Spot +3

AC: 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16
Hit Dice: 1/2d6+1 (2 hp); DR: 5/cold iron
Fort +1, Ref +6, Will +3
Speed: 20 ft., fly 40 ft. (poor)
Space: 2 1/2 ft./0 ft.
Base Attack +0; Grapple -11
Attack: Short sword +6 melee or longbow +6 ranged
Full Attack: Short sword +6 melee or longbow +6 ranged
Damage: Shortsword 1d3-3/19-20; or longbow 1d4-3/x3
Special Attacks/Actions: Spell-like abilities, fiddle
Abilities: Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14
Special Qualities: SR 17
Feats: Dodge; Stealthy; Weapon Finesse
Skills: Craft (any one) +4, Escape Artist +8, Hide +16, Jump +3, Listen +3, Move Silently +8*, Perform (string instrument) +6, Search +2, and Spot +3
Advancement: 1-3 HD (Tiny)
Climate/Terrain: Temperate forest
Organization: Gang (2-4), band (6-11)
Treasure/Possessions: No coins, 50% goods, 50% items

Source: Monster Manual

Sprites fight their opponents with spells and pint-sized weaponry. They prefer ambushes and other trickery to direct confrontation.

Grigs are fierce by sprite standards, attacking opponents fearlessly with bow and dagger.

Spell-Like Abilities: 3/day - change self, entangle, invisibility (self only), pyrotechnics, and ventriloquism. These abilities are as the spells cast by a 9th-level sorcerer (save DC 12 + spell level).

Fiddle (Su): One grig in each band carries a tiny, grig-sized fiddle. When the fiddler plays, any non-sprite within 30 feet of the instrument must succeed at a Will save (DC 15) or be affected as though by Otto's irresistible dance as long as the playing continues.

Skills: All sprites receive a +2 racial bonus to Search, Spot, and Listen checks. Grigs receive +2 on Hide and Move Silently checks and a +8 racial bonus to Jump checks. They also receive a +5 racial bonus to Move Silently checks in a forest setting.