Water Sprite
A water sprite is a palmful of water that holds its own shape, with two dark spots for eyes. It takes one spring, cistern or rock pool and stays with it as long as the water lasts. Sprites are curious about anything that drinks and hostile to anything that fouls the water, and they defend a fouled pool fiercely. A sprite that loses its water dries up within a day.
- Physiology
- Elemental, Fae
- Size
- Small
- Speed
- 20 ft., swim 40 ft.
- Armor class
- 14 (nothing solid to strike)
- Hit points
- 40 (9d6 + 9)
- Proficiency
- +2
- STR 7 -2 save -2
- DEX 18 +4 save +6
- CON 12 +1 save +1
- INT 10 +0 save +0
- WIS 14 +2 save +2
- CHA 13 +1 save +1
- Skills
- Perception +4 , Stealth +6
- Passive Perception
- 14
- Senses
- darkvision 60 ft.
- Languages
- Primordial, Sylvan
- Damage resistances
- acid, fire
- Damage immunities
- poison
- Condition immunities
- grappled , poisoned , prone , restrained
- Found in
- Subterranean , Woodland , Coastline , The Faewyld , Wetland
Traits
-
Water Form
It can enter a hostile creature's space and stop there, and it can move through a space as narrow as 1 inch wide without squeezing.
-
Still as the Pool
While the sprite is motionless in water, it is indistinguishable from the water. A creature needs a Perception check against DC 15 to notice it.
-
Bound to the Water
It cannot move more than 300 feet from the body of water it keeps. It gains a swimming speed of 60 feet while in that water.
Actions
-
Slap
+6 to hit · reach 5 ft.
1d6 + 4 bludgeoning damage
A slap from a handful of cold water.
-
Drench
DC 14 Dexterity save
The sprite throws its body over a creature's head. The creature makes a Dexterity saving throw. On a failure it is Blinded until the end of its next turn, and any open flame it carries is put out.
-
Pull Under Bonus action
DC 14 Strength save
One creature in the sprite's water within 5 feet makes a Strength saving throw or is pulled 10 feet downward and begins Suffocating if it cannot breathe water.