14 (leather armor)
22 (5d6 + 5)
walk 30 ft., fly 30 ft.
perception +3, stealth +7
darkvision 60 ft.
Common, Sylvan
1
+2
The faerie casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): • 2/Day each: bane, grease • 1/Day: blindness/deafness
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 5 (2d4) poison damage. If the faerie had advantage on the attack roll, the target takes an additional 3 (1d6) slashing damage.
The faerie unleashes a burst of mind-muddling magic in a 15-foot cone. Each creature in that area must succeed on a DC 12 Intelligence saving throw or have the frightened condition for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The faerie takes the Hide action.