16 (leather armor)
5 (2d4)
10 ft., fly 40 ft.
Perception +4, Stealth +7, Survival +4
Common, Elvish, Sylvan, thieves' cant
1/2
On each of its turns, the sprite can use a bonus action to take the Dash, Disengage, or Hide action.
The fey has advantage on saving throws against spells and other magical effects.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1 slashing damage plus 2 poison damage.
Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 1 piercing damage plus 2 poison damage.
The sprite 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 wears or carries is invisible with it.