15 (breastplate)
9 (2d8)
walk 30 ft.
Deception +5, Insight +4, Persuasion +5
darkvision 60 ft.
Common, Elvish
1/8
+2
Faerl has advantage on saving throws against being charmed, and magic can't put him to sleep.
Faerl makes two attacks.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) bludgeoning damage.