High Ardal Sprite (5e Creature)

Ardalkhayal Campaign Setting
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High Ardal Sprites

The higher sprites of Ardalfveni come in four different varieties, three based on the major elements, and one that combines all three.

Frost High Ardal Sprite

Small fey, chaotic evil


Armor Class 10
Hit Points
Speed


STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Damage Vulnerabilities fire
Damage Resistances cold
Senses passive Perception x
Languages


ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (2d4 + 3) piercing damage.


Flame High Ardal Sprite

Small fey, chaotic evil


Armor Class 10
Hit Points
Speed


STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Damage Vulnerabilities cold
Damage Resistances fire
Senses passive Perception x
Languages


ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (2d4 + 3) piercing damage.


Storm High Ardal Sprite

Small fey, chaotic evil


Armor Class 13
Hit Points 36 (8d6 + 8)
Speed 0 ft., fly 40 ft. (hover)


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 14 (+2) 8 (-1) 10 (+0)

Damage Resistances lightning
Senses passive Perception x
Languages
Challenge 1 (200 XP)


Pack Tactics. Any ardal sprites within 60 feet gains resistance to fire, cold, and lightning damage. In addition, their Teleport action changes into the Primal Blink action.

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.
Shocking Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage and 4 (1d4 + 2) lightning damage.
Stormy Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage and 4 (1d4 + 2) lightning damage.
Lightning Splash.


Primal High Ardal Sprite

Small fey, chaotic evil


Armor Class 12
Hit Points 68 (8d6+40)
Speed 0 ft., fly 40 feet (hover)


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 16 (+3) 10 (+0) 14 (+2)

Damage Resistances fire, cold, lightning
Senses passive Perception 10
Languages
Challenge 2 (450 XP)


Pack Tactics. Any ardal sprites within 60 feet gains resistance to fire, cold, and lightning damage. In addition, their Teleport action changes into the Primal Blink action.

ACTIONS

Primal Blink. (Recharge 4-6) The sprite magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the sprite can launch an explosion of the elements. All creatures within a 5 foot radius must make a DC 12 Dexterity saving throw or else take 3 (1d6) of fire, cold, and lightning damage (12 (3d6) damage total). On a successful save, the creature takes half damage.
Primal Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, plus an additional 9 (2d8) of either fire, cold, or lightning damage.
Primal Curse. Ranged Weapon Attack: +6 to hit, reach 20/60 feet., one target. Hit: Targeted creature takes 3 (1d6) force damage, and must make a DC 12 Constitution saving throw. On a failed save the creature becomes vulnerable to fire, cold, and lightning damage for 1 minute.


The strongest of all the Ardal sprites, a primal high sprite on its own is dangerous enough to adventurers, but sadly they are never alone. Typically appearing in packs consisting of 2-6 sprites and 1-3 non-primal high sprites, these fey beings can strip down a creature's elemental defenses, shift between the ethereal and material planes, and command all of the prime elements.


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