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Monster Manual, page 133

Faerie Dragon CR: 1 (red, orange, or yellow faerie dragon) or 2 (green, blue, or violet faerie dragon)

Tiny dragon, chaotic good
Armor Class: 12
Hit Points: 14 (4d4+4)
Speed: 10 ft , fly: 60 ft

STR

3 -4

DEX

20 +5

CON

13 +1

INT

14 +2

WIS

12 +1

CHA

16 +3

Skills: Proficiency Bonus +2, Arcana +4, Perception +3, Stealth +7
Senses: Darkvision 60 ft, Passive Perception 13
Languages: Draconic, Sylvan
Challenge Rating: 1 (red, orange, or yellow faerie dragon) or 2 (green, blue, or violet faerie dragon)

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components:   1/day each: color spray, dancing lights, mage hand, minor illusion, mirror image   Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.   Magic Resistance. The faerie dragon has advantage on saving throws against spells and other magical effects.   Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.   The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. Red—5 years or less
Orange—6–10 years, color spray
Yellow—11–20 years, mirror image
Green—21–30 years, suggestion
Blue—31–40 years, major image
Indigo—41–50 years, hallucinatory terrain
Violet—51 years or more, polymorph
  A green or older faerie dragon's CR increases to 2.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.   Euphoria Breath (Recharge 5–6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:   1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.   5–6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

Suggested Environments

Forest


Created by

imtealted.

Statblock Type

Monster

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