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Monster

Faerl

Medium Humanoid · Neutral Evil

Candlekeep Mysteries Page 104
Armor Class 15
Hit Points 9 (2d8)
Speed Walk 30 ft.
CR 1/8
STR 11 +0
DEX 12 +1
CON 11 +0
INT 12 +1
WIS 14 +2
CHA 16 +3

Traits

Fey Ancestry

Faerl has advantage on saving throws against being , and magic can't put him to sleep.

Actions

Rapier

Melee Weapon Attack +3 to hit, reach 5 ft., one target. 5 () 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.
Confirmation

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