15
21 (6d4 + 6)
20 ft., fly 60 ft.
Deception +5, Perception +4, Sleight of Hand +7, Stealth +7
darkvision 60 ft.
Common, Sylvan, Elvish
2
On each of its turns the pirate faerie can use a bonus action to take the Dash, Disengage, or Hide action.
The pirate faerie's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components • At will: druidcraft • 2/Day each: faerie fire, knock
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3 piercing damage.
The pirate faerie can toss magical dust at a creature within 15 ft. The creature must make a successful DC 13 Constitution saving throw or fall under the effects of a sleep spell for 1d4 minutes.