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AC 14

HP 2 (1d4; bloodied 1)

Speed 10 ft., fly 40 ft.

Proficiency +2; Maneuver DC 14

Skills Perception +3, Stealth +6 (+1d4)

Senses passive Perception 13

Languages Common, Elvish, Sylvan

Faerie Light. As a bonus action, the sprite can cast dim light for 30 feet, or extinguish its glow.


Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 3 (1d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even if it regains hit points, and it is asleep while poisoned in this way.

Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage plus 3 (1d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even if it regains hit points, and it is asleep while poisoned in this way.

Gust. A 30-foot cone of strong wind issues from the sprite. Creatures in the area that fail a DC 10 Strength saving throw , and unsecured objects weighing 300 pounds or less, are pushed 10 feet away from the sprite. Unprotected flames in the area are extinguished and gas or vapor is dispersed. Using Gust does not cause the sprite to become visible.

Heart Sight. The sprite touches a creature. The creature makes a DC 10 Charisma saving throw . On a failure, the sprite magically reads its mental state and surface thoughts and learns its alignment (if any). Celestials, fiends, and undead automatically fail the saving throw.


Invisibility. The sprite and any equipment it wears or carries magically turns invisible until the sprite attacks, becomes incapacitated , or uses a bonus action to become visible.


The sprite attacks with its shortbow, turns invisible, and moves to conceal its location. It attacks with its rapier only if cornered. A group of sprites flee if half their number are defeated.

Faerie Rules

A faerie may grant a favor to a creature that takes a specific action, such as one of the following:

1–2 Beat it in a race, wrestling match, or eating contest

3 Give it a certain rare flower

4 Speak its true name

5 Catch it in a lie

6 Answer its riddle

7 Weave a circle round it thrice

8 Taunt it until it swells up to three times its size

9 Strike it with mistletoe

10 Give it honey


Aubrette, Bellwhisper, Briar, Giltan, Gloriana, Lorenthan, Malegrave, Rosehip, Rowan, Witchhazel

Legends and Lore

With an Arcana or History check, characters can learn the following:

DC 10 Faeries are magical, flying creatures.

DC 15 Some faeries belong to a seelie court, which means they are often friendly to outsiders who meet their standards of behavior. Faeries that belong to an unseelie court are unpredictable and dangerous. There is no obvious way to tell a faerie’s allegiance.

DC 20 Faeries abide by strange, arbitrary rules. If you learn a faerie’s rules, you may gain power over it.


Sprites are reclusive woodland beings who avoid contact with both the faerie courts and the mortal world. They resemble foot-tall elves with dragonfly wings and live in hidden villages with other sylvan beings such as treants and unicorns. They rarely reveal themselves to outsiders, although they may invisibly aid a creature their Heart Sight ability deems worthy. Unworthy creatures are riddled with sleep arrows and carried far away from the sprites’ home.


1–2 Bored and ready to play tricks on travelers

3 Gathering flowers for potions

4 In no mood for company; try to drive away intruders

5 Hostile; attack with deadly force

6 Need help against a monster such as an ettercap

7 Performing an aerial dance; ignore travelers unless disturbed

8 Curious and friendly


1–2 DC 16 Perception or Investigation check: tiny footprints

3 The region’s plants are unusually big and colorful

4 Distant high-pitched song

5 DC 16 Perception check: tiny houses in trees or mushrooms, or a miniature tea set

6 Rustling in bushes, meant to lure trespassers away from a tiny village


Faeries are common in the Dreaming but can also be found in wild places on the Material Plane, most commonly forests and swamps.

CR 0–2 1d4 sprites ; 1d4 pixies ; 2 pixies with a satyr ; 2 sprites with a dryad

Treasure 3 moonstones (50 gp each), a scroll detailing the rules governing several nearby faeries, potion of healing

CR 3–4 Fey knight ; 1d4 + 4 sprites ; 1d4 + 4 pixies

Treasure mithral ring (250 gp), 2 potions of growth , spell scrolls of charm person and sleep

CR 5–10 1 or 2 fey knights , possibly mounted on deer or dire wolves  

Treasure 3 vials of faerie dust (as potions of flying ), boots of elvenkind

CR 11–16 faerie noble ; faerie noble with 1d8 pixies ; faerie noble with unicorn ; 3 fey knights

Treasure gem-studded golden goblet (2,500 gp), 3 bottles of emerald wine (as potions of supreme healing ), wand of wonder

CR 17–23 faerie noble riding elk , with 2 fey knights , 2 dryads , satyr , and 1d4 pixies

Treasure 300 pp, ruby pendant (2,500 gp), 3 gold rings (250 gp each), mithral-inlaid lute (2,500 gp), 6 2 arrows , horseshoes of a zephyr , wand of polymorph

CR 31+ archfey with 3 or 4 faerie nobles , 1d6 dryads , 1d10 pixies], 1d6 [[satyr , and 1d10 sprites  

Treasure 2000 pp, electrum and diamond crown (25,000 gp), mithral and moonstone throne (25,000 gp), scale armor of invulnerability , ring of invisibility , ring of three wishes

Monster Type Description

Fey are creatures that are native to Fairyland, also called the Dreaming. These creatures live in a verdant realm of heightened natural beauty and combine grace and danger. Sprites and pixies are fey.