Sprites Sprite Lore Nature DC 15: Sprites are a warrior class of trooping fairies, forest guardians dedicated to repelling outsiders that stray too close to their villages. Though rarely seen except by the most perceptive of woodsfolk, these tiny terrors make their presence thoroughly known through the havoc they gleefully wreak on the unwitting. Nature DC 20: Sprites are said to have a particular kinship for insectile companions, reportedly spending years away from their fairy enclaves, living among and serving colonies of beetles, ants, or bees to earn their trust and respect. Enchanted Forests. Forests inhabited by one or more sprites take on magical properties, gaining the following traits: The forest has one or more secret names, known only to those who reside there. The entire forest counts as difficult terrain to those who do not know a secret name of the forest. Creatures who do not know a secret name of the forest have disadvantage on checks made to navigate or to track creatures within the forest. Creatures native to the forest have advantage on checks made to hide from creatures who do not know a secret name of the forest. Social Encounters A farmer seeks help from the party when his crop is decimated by a beetle colony that has taken residence under the floorboards of his house. While he could exterminate them on his own, he is frightened of the possibility that there may be fairies living among them, and needs help with investigating before he can move forward, and with negotiating a pact if his suspicions turn out to be correct. A malevolent force with ties to the Gloaming Court is said to have deceived an ancient treant of the deep woods into hiding their soul within its hollow, thus warding them from all harm. The treant is near-deaf, however, and can only be spoken to using the mischievous sprites that lair within it as messengers. A hag, tired of her vegetable garden being raided each night by the neighboring sprites, looks to lure and trap some adventurers that she can transform into animated vegetables and leave out as bait, agreeing to return them to their original forms only if they can secure assurances of her garden's safety, with a magical bonus for any further mischief the party can wreak upon the fairy troop.
Sprite Miscreant Tactics Sprite miscreants approach from stealth, not overly relying on their Corner of Your Eye ability, and begin combat with their Gossamer Hobble until their foes try to attack them, at which point they close and attack with their Needleblade Slice, leaving melee range and scattering each turn. and targeting foes that can't seem to see them. If not fighting in immediate defense of their home or with the aid of powerful allies, miscreants gather their downed allies and flee once one or more of them are wounded. Sprite Trifler Tactics Sprite triflers use their Instigating Shove until foes catch on and start attempting to attack them, then pick up a heavy object such as a frying pan, log of firewood, or unconscious halfling to use as an improvised weapon. They prioritize targets that can't seem to see them with their attacks, preferring to deal with particularly perceptive foes by shoving their allies into them. Sprite Beetleknecht Tactics Sprite beetleknechts cast Ironclad Investiture at the first sign of possible enemies, covering as many insectoid allies as possible, then move to investigate, responding to any hostility with attacks using their Beetleprong Lance and swooping out of reach each turn. If a creature they can see casts a spell or cries for health, one beetleknecht will attempt to use its Occupy Mouth targeting that creature, following up each turn with their Pry Tooth. If fighting alongside one or more sprite triflers, they will toss any removed teeth to them to be batted back as improvised weapons. Sprite Miscreant Tiny fey, neutral good Armor Class 14 Hit Points 2 (1d4) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 3 (-4) 18 (+4) 10 (+0) 12 (+1) 13 (+1) 11 (+0) Skills Stealth +8 Senses Passive Perception 13 Languages Common, Elvish, Sylvan Challenge M1/2 (20 XP) Corner of Your Eye. While it is not Incapacitated, the sprite is Invisible to any nonbeast, nonfey creature with a Passive Perception below 16. Minion. If the creature takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the creature takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage. Actions Needleblade Slice (Group Attack). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 slashing damage. Gossamer Hobble. The sprite flies around the legs of a Small or larger creature within 5 feet, trailing a length of clear silk. The first time each turn that the creature moves more than 30 feet, it must succeed on a DC 14 Dexterity saving throw or fall prone. This distance is reduced by 5 feet each additional time the creature is affected by this ability, and the effect ends when the creature succeeds on the saving throw.
Sprite Trifler Tiny fey, neutral good Armor Class 15 (Leather Armor) Hit Points 2 (1d4 + 1) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 4 (-3) 18 (+4) 12 (+1) 12 (+1) 13 (+1) 11 (+0) Skills Perception +3, Stealth +8 Senses Passive Perception 13 Languages Common, Elvish, Sylvan Challenge 1 (200 XP) Corner of Your Eye. While it is not Incapacitated, the sprite is Invisible to any nonbeast, nonfey creature with a Passive Perception below 16. Trifling Strength. The sprite can grapple and shove creatures up to three sizes larger than it, and may wield improvised weapons that are up to one size larger than it without penalty. Actions Improvised Weapon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60, one target. Hit: 8 (1d8 + 4) bludgeoning damage and the target is pushed 5 feet away. Collar Grab. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 14). A creature grappled in this way that the sprite attempts to lift into the air may make a DC 14 Strength saving throw. On a success, the sprite cannot lift the creature this turn. Instigating Shove. One creature within 5 feet of the sprite must make a DC 14 Strength saving throw. On a failed save, the creature is pushed up to 10 feet, then must make a melee attack against a creature within 5 feet of it. Reactions Brazen Theft. As a reaction when a creature misses the sprite with a melee weapon attack, the sprite forces the creature to make a DC 14 Strength saving throw. On a failed save, the sprite wrenches one object the attacker is carrying free from its grasp. Go Limp. As a reaction when the sprite takes damage from an weapon attack or from a spell that did not target it, the sprite reduces that damage to 0. Then, the sprite is pushed up to 15 feet from the source of that damage and falls prone. Sprite Beetleknecht Tiny fey, neutral good Armor Class 16 (Beetleshell Battlesuit) Hit Points 4 (1d4 + 2) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 5 (-3) 19 (+4) 14 (+2) 12 (+1) 14 (+2) 13 (+1) Skills Animal Handling +4, Perception +4 Senses Passive Perception 14 Languages Common, Elvish, Sylvan Challenge 2 (450 XP) Corner of Your Eye. While it is not Incapacitated, the sprite is Invisible to any nonbeast, nonfey creature with a Passive Perception below 16. Beetle-Rider. While the sprite is riding a Tiny beetle, it acts on the beetle's initiative, instead of rolling its own, and the beetle gains the effects of the sprite's Corner of Your Eye trait. Delaminating Shell. Whenever the sprite takes damage, it may reduce that damage to 1. If it does, its AC is reduced by 1 until it completes a Short or Long Rest. Actions Multiattack. The sprite makes three attacks with its Beetleprong Lance. Beetleprong Lance. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Occupy Mouth. One creature within 5 feet of the sprite must succeed on a DC 14 Constitution saving throw or have the sprite (and its mount) enter the creature's mouth and lodge there, becoming Attached to the creature and gaining full cover against outside effects. The creature cannot speak, but may attempt to bite the sprite with an unarmed attack as a bonus action, and can expel the sprite as an action with a successful DC 14 Constitution saving throw. Pry Tooth. The sprite attempts to pull a tooth from a creature's mouth that the sprite is lodged in. The creature must succeed on a DC 14 Constitution saving throw or take 13 (3d8) bludgeoning damage, or half as much on a success. A creature that fails this save by 5 or more loses a tooth. Ironclad Investiture (1/Day, 4th Level Spell). Each friendly non-sprite, non-humanoid creature within 30 feet of the sprite with an AC lower than 17 grows a layer of irridescent chitin over its skin that lasts for an hour, increasing its AC to 17.
Sprite Grammary Tactics Grammaries infuse fairy-tale wonder into their surroundings using their Weave Glamer, imbuing everything with an unearthly brightness and beauty, while disguising their most vulnerable fey allies as bugs or rodents. Unless trying specifically to break concentration on a spell, grammaries nearly always replace two attacks with their Lullwright's Whisper, usually following up with their Trooping Trounce against a prone creature or their Spirit Away against a sleeping one. They initially focus their attacks on whichever creature speaks the loudest, but will switch their attentions to any target that successfuly lands an attack on another sprite. They use both their Expand Truth and Animate Lie in such a way as to maximize irony and inconvenince for the target, and will often eavesdrop from a nearby hiding place waiting for a good opportunity to interject with them. Sprite Grammary Tiny fey, neutral good Armor Class 18 (Mage Armor) Hit Points 2 (1d4) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 3 (-4) 20 (+5) 12 (+1) 15 (+2) 16 (+3) 21 (+5) Skills Stealth +11, Insight +9, Deception +8 Senses Passive Perception 13 Languages Common, Elvish, Sylvan Challenge 7 (2,900 XP) Heart Sight. The sprite can magically sense the emotional state of creatures it can see, and knows when it hears a lie. Corner of Your Eye. While it is not Incapacitated, the sprite is Invisible to any nonbeast, nonfey creature a Passive Perception below 16. Shilly-Shally (5/Day). If the sprite would take any damage or fail a saving throw, it may teleport to switch places with any Tiny object it can see within 30 feet of it and be unaffected by the triggering damage or saving throw. Actions Multiattack. The sprite makes three attacks with its Dead-Nettle Switch, two of which it may replace with its Lullwright's Whisper. Dead-Nettle Switch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing plus 3 (1d6) poison damage. Saving throws to maintain concentration that are triggered by this damage are made at disadvantage. Lullwright's Whisper. One creature within 5 feet of the sprite must succeed on a DC 16 Wisdom saving throw or fall prone and be unable to take hostile actions until the end of the sprite's next turn. A creature that fails this saving throw by 5 or more falls asleep for the next hour. These effects end early if a creature takes an action to shake the creature awake, or if it takes any damage. Weave Glamer (6th Level Spell, 1/Day, Concentration). The sprite weaves a subtle illusory charm, affecting the area within 60 feet of it for the next hour. Each creature or object in the area of the sprite's choice appears to be a different creature or object of similar size, and creatures in the area subtract 1d4 from the result of any Wisdom saving throws they make. A creature that successfully disbelieves the illusion as an action with a successful DC 16 Intelligence (Investigation) check is unaffected. Bonus Actions Trooping Trounce. Each friendly sprite within 20 feet of a prone or unconscious creature the sprite can see within 60 feet may use its reaction to move up to 15 feet towards the creature and kick it repeatedly. The creature takes 2 bludgeoning damage per sprite within 5 feet of it, or twice as much damage if the creature was an unconscious. Spirit Away (3rd Level Spell). One unconscious creature the sprite can see within 60 feet is wreathed in dancing lights and begins to levitate 15 feet off the ground until it wakes or leaves the forest the sprite is bound to. At the beginning of each of the creature's turns, it floats 20 feet in a direction of the sprite's choice. Reactions Expand Truth (1/Day). As a reaction when the sprite hears a creature make a true statement using a word or phrase with multiple possible meanings, the sprite forces it to succeed on a DC 16 Charisma saving throw or be Cursed for a year and a day. While the creature is Cursed in this way, its statement becomes true under another meaning of that word or phrase. Animate Lie (1/Day). As a reaction when the sprite hears a creature tell a lie or voice a wish relating to its abilities, intentions, or memories, the sprite forces it to succeed on a DC 16 Charisma saving throw or be Cursed for a year and a day. While Cursed in this way, the creature's statistics, class levels, proficiencies, intentions, and memories change to fit the lie.