Ardal Sprite (5e Creature)

Ardalkhayal Campaign Setting
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Ardal Sprite

Small fey, chaotic evil


Armor Class 12
Hit Points 21 (6d6)
Speed 0 ft., fly 40 ft (hover)


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 12 (+1) 6 (-2) 8 (-1)

Senses passive Perception 8
Languages
Challenge 1/2 (100 XP)


Pack Tactics. When a sprite is within 60 feet of a high sprite, that creature gains additional resistances, vulnerabilities, and actions based on the type of high sprite that they are near. A sprite can only gain benefits of one high sprite at a time. A sprite loses these benefits when the high sprite dies or is more than 60 feet away. When in the proximity of multiple high sprites, a sprite takes on the benefits of the one they have been in proximity to the longest, and when that high sprite dies, they take on the next longest, continuing down the chain in a first-in, first-out order until no more high sprites remain.

ACTIONS

Teleport (Recharge 4-6). The sprite magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the sprite can make one slam attack.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Cross Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.


The sprites of the Ardal planes are a rather weak enemy by themselves. Typically appearing in packs of 2-4, these magical fey creatures get exponentially stronger when in the presence of a high sprite, and can quickly overwhelm even the most seasoned of fighters if in the presence of two or more high sprites.


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