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Regiment of Sprites

The sylvan glades of the forests and the hidden courts of the
fey lords have staunch defenders: highly trained regiments of
sprites, well organized and ruthless in their defense of their
lords and their homes. They maintain watchful vigils on these
enchanted places, driving off any invaders.
Sprite Variants
Regiments of sprites can consist of more than just
the standard sprites. Any of the variants detailed
earlier can form into regiments. To represent this,
simply apply the variant adjustments to the
Regiment of Sprites stat block.
In the case of regiments of atomies and grigs,
they can target larger numbers of creatures with
their Shrink and Fiddle actions. Rather than
targeting a single creature, these effects will
instead target all creatures in a 15-foot cube
centered on a point within the effect's range, and if
the regiment has more than half its hit points, the
save DC is increased to DC 12.
159
Regiment of Sprites
Medium swarm of Tiny fey, neutral good
Armor Class. 15 (leather armor)
Hit Points. 71 (13d8 + 13)
Speed. 30 ft., fly 40 ft.
STR DEX CON INT WIS CHA
6 (-2) 18 (+4) 12 (+1) 14 (+2) 13 (+1) 11 (+0)
Skills. Perception +4, Stealth +10
Damage Resistances. bludgeoning, piercing, slashing
Condition Immunities. charmed, frightened,
paralyzed, petrified, restrained, stunned
Senses. passive Perception 14
Languages. Common, Elvish, Sylvan
Challenge. 5 (18,000 XP)
Swarm Traits. The regiment can occupy another
creature's space and vice versa, and the regiment
can move through any opening large enough for a
Tiny sprite. The regiment can't regain hit points or
gain temporary hit points. The regiment can only be
affected by charm or fear effects with an area of
effect, like a red dragon's Frightful Presence, and
are immune to spells that target a finite number of
creatures like mass suggestion.
Actions
Longswords. Melee Weapon Attack: +7 to hit, reach
0 ft., one creature in the regiment's space. Hit: 26
(5d8 + 4) piercing damage, or 13 (2d8 + 4)
piercing damage if the regiment has half its hit
points or fewer.
Shortbows. The regiment unleashes a barrage of
arrows in a 40-foot cone. Each creature in that area
must make a DC 15 saving throw, taking 18 (4d6 +
4) piercing damage on a failed save, or half as much
on a successful one. If the regiment has half its hit
points or fewer, the damage dealt on a failed saving
throw is instead 11 (2d6 + 4) piercing damage, or
half as much on a successful one. The target must
also succeed on a DC 12 Constitution savin

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