Grippli
Small Aberration
Hit Dice	1d8 (4 hp’s)	
Initiative	+3 (Dex)	
Speed	25ft, Jump 35ft (once per round)	
AC	15 (+1 size, +1 natural, +3 Dex)	
Attacks	By weapon –1	
Damage	By weapon –2	
Face/Reach	5ft x 5ft/ 5ft	
Special Attacks	None	
Special Qualities	Darkvision (60ft)	
Saves	Fort , Ref , Will 	
Abilities	Str 6, Dex 17, Con 10, 
Int 13, Wis 10, Cha 10	
Skills	Climb +5, Craft (Trapmaking) +4, Jump +5, Hide +10, Listen +7, Move Silently +6, Search +4, Spot +7, Tumble +6	
Feats	Alertness	
Climate/Terrain	Any tropical swamp or jungle	
Organization	Tribes numbering 4 to 12 members led by a Tribe Mother (see below)	
Challenge Rating	½ 	
Treasure	Standard	
Alignment	Usually Neutral	
Advancement Range	By character class	

See the AD&D 2nd Edition Monstrous Manual for more information.

Combat:
Grippli take advantage of their skill for trapmaking.  Those that are not welcome in grippli territory will be led into a minefield of nets, pits, and poison darts.  Grippli usually attack with daggers or darts.

Skills: +4 racial bonus to Climb, Hide, and Jump checks.

Society:
See the AD&D 2nd Edition Monstrous Manual for more information.

Characters:
Grippli make excellent rogues.  Rangers are also a well represented among their kind.

Tribe Mothers
Each grippli tribe is led by a 3 HD medium-sized female grippli that can emit a musk cloud (works as a stinking cloud spell) once per day.