Free interactive D&D 5e SRD stat block

Sprite

Tiny Fey, CR 1/4, AC 15, 10 HP. Neutral Good.

Tiny Fey, Neutral Good

AC
15
Initiative
+4 (14)
HP
10 (4d4)
Speed
10 ft., Fly 40 ft.
ScoreModSave
STR 3 -4 -4
DEX 18 +4 +4
CON 10 +0 +0
INT 14 +2 +2
WIS 13 +1 +1
CHA 11 +0 +0
Skills
Perception +3 , Stealth +8
Senses
Passive Perception 13
Languages
Common, Elvish, Sylvan
CR
1/4 (XP 50; PB +2)

Actions

Needle Sword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4+4) Piercing damage.

Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite's next turn.

Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the target's emotions and alignment.

Invisibility. The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

How to run Sprite

A sprite that has chosen to help the party is a forest's vetting committee with a bow. Sprites do Heart Sight before they do anything else, and the party only gets the alliance if they pass the alignment read. Run that as the actual first scene: a sprite lands on a low branch, asks each PC for permission, and uses Heart Sight (DC 10 Cha save, automatic failure for Celestials, Fiends, Undead) to learn their emotion and alignment. The PC who refuses the save reads as suspicious, the PC who fails it reads as honest, and the sprite decides from there.

In play, the sprite is a scout and a peacemaker. Fly 40, Stealth +8, at-will Invisibility on itself. It vanishes the moment it isn't actively talking and never lets the party hand it gold. Common, Elvish, and Sylvan mean it bridges between human towns and the forest factions that won't talk to PCs directly. Use it as a quest-giver in motion, not a sidekick.

In a fight on the party's side, lead with Enchanting Bow. The +6 ranged attack does 1 piercing and Charms the target until the start of the sprite's next turn, which means the next attack against that enemy from anyone else has Advantage. The sprite is not the damage dealer. It sets up the rogue. Save Needle Sword for cleanup on Bloodied targets the sprite can finish without provoking. With 10 HP and AC 15, one missed Stealth check ends the sprite's day, so it should never be in melee that the party didn't choose for it.

Have the sprite refuse to enter buildings. Roofs over its head are a fey objection, not a tactical one. The party walks into the inn alone while the sprite waits on the chimney, which makes its return a small relief every single time.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser — share a state with the URL bar.

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