Tiny fey, Neutral Good
| Armor Class | 15 (leather armor) |
|---|---|
| Hit Points | 2 (1d4) |
| Speed | 10 ft., fly 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 3 (-4) | 18 (+4) | 10 (+0) | 14 (+2) | 13 (+1) | 11 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Perception +3, Stealth +8 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 13 |
| Languages | Common, Elvish, Sylvan |
| Challenge | 1/4 |
Melee Attack Roll: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Ranged Attack Roll: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentration on a spell). Any equipment the sprite wears or carries is invisible with it.
Tiny fey, Neutral Good
| Armor Class | 15 |
|---|---|
| Hit Points | 10 (4d4) |
| Speed | 10 ft., fly 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 3 (-4) | 18 (+4) | 10 (+0) | 14 (+2) | 13 (+1) | 11 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Perception +3, Stealth +8 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 13 |
| Languages | Common, Elvish, Sylvan |
| Challenge | 1/4 |
Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage.
Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite's next turn.
cha DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the target's emotions and alignment.
The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
At will: Invisibility