16 (studded leather)
10 (4d4)
10 ft., fly 40 ft.
Perception +4, Stealth +6
Sylvan, Common, Elvish
2
The sprite knight's innate spellcasting ability is Wisdom (spell save DC 13). The sprite knight can innately cast the following spells, requiring no components. • At will: druidcraft, faerie fire • 1/Day: charm person, fog cloud, mirror image
The sprite knight makes two attacks.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 slashing damage.
Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 7 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an additional action to shake it awake.
The sprite knight touches a creature and magically knows the creature's current emotional state. If the target fails a DC 13 Charisma saving throw, the sprite knight also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
The sprite knight magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite knight wears or carries is invisible with it.