Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
Heart Sight. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
How many sprites for a fight?
A sprite is worth 50 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many sprites fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
1st
4
6
8
2nd
8
12
12+
3rd
12
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the sprite compares at CR 1/4
Against the 31 other challenge 1/4 monsters in the SRD 5.1, the sprite has more hit points than 0 of them, which makes it one of the frailest at its CR. See every CR 1/4 monster.
Statistic
Sprite
CR 1/4 average
Armor Class
15
11.7
Hit points
2
15
Best attack bonus
+6
+4
Sprite 2024 stat block
The 2024 Monster Manual revised the sprite, and the SRD 5.2 carries the new stat block. What changed:
Hit points: 2 → 10.
New in its stat block: Needle Sword and Enchanting Bow.
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.