Old Gus' Errata Tales from the Weird West-Monster Manual p. 48
The sidhe is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The Sidhe knows the following spells:
Cantrips (at will): friends, mage hand, sword burst, prestidigitation
1st level (4 slots): charm person, catapult, chaos bolt, create or destroy water, fog cloud
2st level (3 slots): enhance ability, gust of wind, misty step, warding wind
3st level (3 slots): blink, slow, haste, wind wall
4st level (3 slots): freedom of movement, polymorph storm sphere
5st level (2 slots): geas, wall of water
6st level (1 slots): conjure fey, wind walk
Amphibious. The sidhe can breath air and water. Glamorous Defense. While the sidhe is wearing no armor and wielding no shield, its AC includes its Charisma modifier (included in AC). Magic Weapons. The sidhe's weapon attacks are magical
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) 1d4+3 piercing damage.
Flowing Favors. When a creature the sidhe can see makes an attack roll, ability check, or saving throw, and the result of the roll have not been announced, the sidhe can roll 2d4 2d4 and apply the result as bonus or a penalty to triggering roll.