15 (studded leather)
27 (6d8)
30 ft.
Dex +6, Wis +6
Nature +4, Perception +6, Stealth +6, Survival +6
darkvision 60 ft.
Elvish, Sylvan
5
On each of its turns the fey ranger can use a bonus action to take the Dash, Disengage, or Hide action.
If the fey ranger is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the fey ranger instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
The fey ranger's innate spellcasting ability is Wisdom (spell save DC 15). The fey ranger can innately cast the following spells, requiring no components. • At will: detect evil and good, pass without trace • 1/Day: entangle, misty step, speak with plants
The fey ranger has advantage on saving throws against being charmed, and magic can't put it to sleep.
The fey ranger has advantage on saving throws against spells and other magical effects.
The fey ranger has advantage on Wisdom (Perception) checks that rely on hearing or sight.
The fey ranger makes two attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.