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. AS THE DRAGON AGES AND CHANGES COLOUR, IT GAINS ADDITIONAL SPELLS AS SHOWN BELOW.
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.
LIMITED TELEPATHY:
USING TELEPATHY, THE DRAGON CAN MAGICALLY COMMUNICATE WITH ANY OTHER FAERIE DRAGON WITHIN 60FT OF IT.
MAGIC RESISTANCE:
THE DRAGON HAS ADVANTAGE ON SAVING THROWS AGAINST SPELLS AND OTHER MAGICAL EFFECTS.
BITE:
MELEE WEAPON ATTACK: +7 TO HIT, REACH 5FT, 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 BEHAVIOUR DURING THE TURN:
1-4 THE TARGET TAKES NO ACTION OR BONUS ACTION AND USES ALL 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.