Medium humanoid, neutral evil
- Armor Class
- 15 (breastplate)
- Hit Points
- 9 (2d8)
- Speed
- 30 ft.
- Challenge
- 1/8 (25 XP)
STR
11
+0
DEX
12
+1
CON
11
+0
INT
12
+1
WIS
14
+2
CHA
16
+3
- Skills
- Insight +4, Deception +5, Persuasion +5
- Senses
- passive Perception 12
- Languages
- Common, Elvish
Traits
Fey Ancestry.
Faerl has advantage on saving throws against being charmed, and magic can't put him to sleep.
Actions
Rapier.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Reactions
Parry.
Faerl adds 2 to his AC against one melee attack that would hit it. To do so, he must see the attacker and be wielding a melee weapon.