Fey Drake
Small Dragon chaotic neutral
- Armor Class: 17 (natural armor)
- Hit Points: 82 (15d6+30)
- Speed: fly 80 ft. walk 20 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: Creature Codex, page 130
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
20 (+5) |
15 (+2) |
15 (+2) |
16 (+3) |
18 (+4) |
- Saving Throws: Dex +8, Con +5, Wis +6
- Skills: arcana +5, deception +7, perception +6, stealth +8
- Senses: darkvision 120 ft., passive Perception 16
- Languages: Common, Draconic, Sylvan, telepathy 120 ft.
Special Abilities
- Magic Resistance: The fey drake has advantage on saving throws against spells and other magical effects.
- Superior Invisibility: As a bonus action, the fey drake can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it.
- Innate Spellcasting: The fey drake's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The fey drake can innately cast the following spells, requiring no material components
At will: charm person, color spray, grease
3/day each: hypnotic pattern, locate creature, suggestion
1/day each: dominate person, polymorph
Actions
- Multiattack: The fey drake makes three bite attacks.
- Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour.
- Bewildering Breath (Recharge 5-6): The drake breaths a plume of purple gas in a 15-foot cone. Each creature in that area must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature can't take bonus actions or reactions, and it makes all Intelligence, Wisdom, and Charisma skill checks and saving throws with disadvantage.
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