Fey Drake
Fey Drake
Small dragon, chaotic neutral
- Armor Class 17 (natural armor)
- Hit Points 82 (15d6+30)
- Speed 20 ft., fly 80 ft.
- STR
6 (-2) - DEX
20 (+5) - CON
15 (+2) - INT
15 (+2) - WIS
16 (+3) - CHA
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.
- Challenge 6 (2,300 XP)
- 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.