Sprite Knight

Tiny fey, neutral good

Armor Class

16 (studded leather)

Hit Points

10 (4d4)

Speed

10 ft., fly 40 ft.

Skills

Perception +4, Stealth +6

Languages

Sylvan, Common, Elvish

Challenge

2

Innate Spellcasting

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

Actions

Multiattack

The sprite knight makes two attacks.

Longsword

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 slashing damage.

Shortbow

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.

Heart Sight

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.

Invisibility

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.