rpg—rules

monster

Sprite

Tiny Fey, Neutral Good

Armor Class
15
Hit Points
10 (4d4)
Challenge rating
1/4
CHA
11 (+0)
CON
10 (+0)
DEX
18 (+4)
INT
14 (+2)
STR
3 (-4)
WIS
13 (+1)

Tiny Fey, Neutral Good

AC 15 · Initiative +4 (14)

HP 10 (4d4)

Speed 10 ft., Fly 40 ft.

Ability Score Mod Save
Str 3 −4 −4
Dex 18 +4 +4
Con 10 +0 +0
Int 14 +2 +2
Wis 13 +1 +1
Cha 11 +0 +0

Skills Perception +3, Stealth +8

Senses Passive Perception 13

Languages Common, Elvish, Sylvan

CR 1/4 (XP 50; PB +2)

Actions

Needle Sword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage.

Enchanting Bow. 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.

Heart Sight. Charisma Saving Throw: 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.

Invisibility. The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

Source · SRD 5.2.1 · page 329