15 (leather armor)
36 (8d8)
walk 10 ft., fly 40 ft.
Perception +4, Stealth +8
bludgeoning, piercing and slashing
charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
darkvision 60 ft.
Common, Elvish, Sylvan
1/4
The swarm automatically knows the current emotional state of any creature it touches. If a target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny sprite. The swarm can't regain hit points or gain temporary hit points.
The swarm makes three weapon attacks
Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) slashing damage, or 5 (2d4) slashing damage if the swarm has half of its hit points or fewer.
Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. On a hit, the target creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. If it fails its saving throw by 5 or more, the poisoned creature falls unonscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
The swarm attempts to grab a creature or object within its space. The target must succeed on a DC 15 Dexterity saving throw, or else be grappled and restrained by the swarm. This does not make the swarm grappled. The swarm can magically lift any Medium creature or object that weighs 500 pounds or less.
The swarm drops any number of creatures it is holding. It takes coordination for dozens of creatures to drop something simultaneously; the swarm can't willingly drop a creature or object except by taking this action.
15 (leather armor)
36 (8d8)
10 ft., fly 40 ft.
Perception +3, Stealth +8
bludgeoning, piercing, and slashing
charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Common, Elvish, SYlvan
4
+2
The swarm has advantage on ability checks.
The swarm automatically knows the current emotional state of any creature it touches. If a target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny sprite. The swarm can't regain hit points or gain temporary hit points.
The swarm makes three weapon attacks.
Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) slashing damage, or 5 (2d4) slashing damage if the swarm has half of its hit points or fewer.
Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 5 (2d4) piercing damage, or half that if the swarm has half of its hit points or fewer. On a hit, the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
The swarm magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the swarm wears or carries is invisible with it.
The swarm attempts to grab a creature within its space. The target must succeed on a DC 15 Dexterity saving throw, or else be grappled and restrained by the swarm. The swarm can magically lift any Medium or smaller creature or object that weighs 500 pounds or less. As an action, the swarm can drop a held creature or object.