Incorporeal Movement. The alven can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Butterfly Transformation. The alven can magically transform into a butterfly for up to 12 hours per day. While in butterfly form, it retains its mental abilities but loses its physical statistics and attacks. The alven can revert to its true form as a bonus action.
Spellcasting. The alven is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The alven has the following spells prepared:
Cantrips (at will): druidcraft, guidance, mending
1st level (3 slots): entangle, faerie fire, charm person
Sunlight Sensitivity. While in direct sunlight, the alven has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Superior Infravision. The alven can see in dim light within 120 feet of itself as if it were bright light, and in darkness as if it were dim light. It can't discern color in darkness, only shades of gray.
Keen Smell. The alven can detect invisible creatures and objects within 120 feet of it that emit scents, such as flowers or creatures with strong odors.
Tiny Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Plant Affinity. The alven has advantage on Wisdom (Survival) checks to identify, cultivate, or care for plants. Additionally, when the alven is within an area with abundant plant life, it can use its action to cast locate animals or plants.
Innate Spellcasting (1/Day). The alven can cast entangle (save DC 11) once per day without expending a spell slot. The alven's innate spellcasting ability is Wisdom.
Wing Dance. When threatened, the alven can perform a mesmerizing wing dance. Each creature within 30 feet of the alven that can see it must succeed on a DC 11 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, the target's speed is reduced to 0, and the target is incapacitated. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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