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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Fey Drake/

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.

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