b'Aaleear \n'b'  Small   fey ,  any good  \n'b'  Armor Class  12  Hit Points  4 (1d6)  Speed : 20 ft..\n'b' STATS STR: 7 (-2) DEX:  15 (+2)  CON:  10 (0)  INT:  14 (+1)  WIS:  16 (+3)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Nature  +3,  Stealth  +4,  Survival  +5  Senses :  darkvision  60 ft., passive  Perception  13  Damage Vulnerabilities : cold iron  Damage Resistances  bludgeoning, piercing, slashing, stabbing from weapons that are not magical or made of cold iron  Damage Immunities : poison  Condition Immunities :  charmed ,  poisoned   Languages : Common, sylvan \n'b' Challenge  1/4 (50 XP) \n'b' Special Traits \n'b'\n'b'  Innate Spellcasting : The aaleear\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 13). Aaleear have four spell slots. Expended spell slots are recovered after the aaleear completes a  long rest . They can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  Cantrips   mending ,  minor illusion  \n'b'  1st Level   Alter self ,  detect magic , enlarge,  faerie fire . \n'b'\n'b'  Bardic Abilities : All common aaleear have the ability of 1st-level bards. Aaleear with more hit dice have the abilities and talents of a higher level  bard . Aaleear characters that choose a different character path do not retain the ability of bardic knowledge but do not gain other abilities or benefits from that class. \n'b'\n'b' Actions \n'b'\n'b'  Fey Bow .  Ranged Weapon Attack : +4 to hit, range 30/120 ft., 1 target.  Hit : 2 (1d4) piercing damage. \n'b'  Dagger .  Melee Weapon Attack : +4 to hit, reach 5 ft., 1 target.  Hit : 2 (1d4) piercing damage. \n'b'\n'b' About \n'b' In their distant past, the aaleear were fierce warriors of the fey realms. But sometime long ago their feet were turned from that path, and those days are known now only through myth and legend, captured in the songs of the aaleear. For in the modern world, the aaleear are creatures of music and art, and their songs are famed throughout the lands. \n'b' Aaleear stand roughly two to three feet high, tending more towards the plump (although their youths are still light of foot and strong of arm). Their hands, though, are delicate and fine -well wrought for sword craft and art craft both. \n'b' Advancing Aaleear \n'b' Aaleear gain additional abilities as they advance in level. For every four hit dice ( bard  levels) they gain, the Aaleear also gains additional innate spells. At four HD, the aaleear gains  charm person  and  invisibility , plus two additional level 2 spell slots. At 8 HD, the aaleear gains charm monster and improved  invisibility , plus one additional level 3 spell slot and one level four slot. At 12th level the aaleear gains  dominate person  and a level five spell slot. At 16th level, the aaleear gains  mass suggestion  and a sixth level slot. These spells and slots are separate from those gained as a  bard  and do not combine. \n'b' For every four HD thus gained, the Aaleear\xe2\x80\x99s challenge increases by one level, and it may increase any two ability scores by +1 each.'