15 (leather armor)
10 (3d6)
walk 30 ft.
stealth +4
darkvision 60 ft.
Goblin, Sylvan
1/4
+2
Magic can't put the faevlin to sleep. Only a creature of the fey type can cause the faevlin to become charmed, and a faevlin always knows if a nonfey creature attempted to render it charmed.
The faevlin can use a bonus action to take the Hide action.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.