Faerie Dragon (Violet)

Faerie Dragon (Violet)

Tiny dragon



Speed 2 m., fly 10 m.
Skills Arcana (cha) +4 (15), Perception +2 (13), Stealth +6 (17)
Senses darkvision 10 m.
Languages Draconic, Sylvan

Limited Telepathy. Using telepathy, the faerie dragon (violet) can magically communicate with any other faerie dragon within 10 meters of it.

Magic Resistance. The faerie dragon (violet) has advantage on saving throws against spells and other magical effects.

Spellcasting. The faerie dragon (violet) uses Arcana (cha) to cast spells (spell save Difficulty 13, +4 to hit with spell attacks). It has 5 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: invisibility

1 mana: color spray, image, mirror image

1/day each: mirage, polymorph

The Colors of Age. The faerie dragon (violet)’s scales change hue as it ages, moving through all the colors of the rainbow.

Red: 5 years or less

Orange: 6–10 years

Yellow: 11–20 years

Green: 21–30 years

Blue: 31–40 years

Indigo: 41–50 years

Violet: 51 years or more

Actions (2)

Bite (1/turn). Melee Weapon Attack: −3 to hit. Hit: 1 piercing damage.

Euphoria Breath (Costs 2 actions; Recharge 5–6). The faerie dragon (violet) exhales a puff of euphoria gas at one creature within 1 meter of it. The target must succeed on a Difficulty 11 Will 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 actions 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 Difficulty 11 Will saving throw, ending the effect on itself on a success.

Feywild, Forestmm


As an action, a dazzling array of flashing, colored light springs from your hand. Each creature in a cone or line must make a Fortitude saving throw.

On a failure, it is blinded and staggered until the end of its next turn.

concentration, 5 minutes/mana

As an action, you create the image of an object, a creature, or some other visible phenomenon that is no larger than a sphere. The image appears at a spot within 20 meters and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

As long as you are within 20 meters of the illusion, you can use an action to cause the image to move up to 5 meters to a space you can see, but the illusion must remain within 20 meters of you. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature can use an action to examine the image, making a skill check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware that it is an illusion. If a creature discerns the illusion for what it is, the creature can see through the image, and any other sensory qualities of the image become faint to the creature.

You can augment this spell with the following options, expending mana for each option.
  • Major Image. You can expend 1 additional mana so the image seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal concussion damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). Additionally, when you move the illusion you can cause it to make different sounds at different times, even making it carry on a conversation, for example.

  • Indefinite. You can expend 1 additional mana so the spell lasts until dispelled, without requiring your concentration.

  • Programmed Image. You can expend 2 additional mana so the illusion activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 5-meter cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

    When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

    The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 5 meters of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

concentration, 1 minute/mana

As an action, you become invisible for the duration. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack, throw a concoction, use a maneuver, or cast a spell.

You can augment this spell with the following options, expending mana for each option.
  • Shared Invisibility. You can target two additional creatures or objects for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.

  • Continued Invisibility. You can expend 1 additional mana to change the duration to 1 hour/mana.

  • Mislead. You can expend 1 additional mana to create an illusory double of yourself where you are standing when you turn invisible.

    You can use an action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

    You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

  • Misty Escape. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. Change the duration to instantaneous. You can turn invisible and teleport up to 10 meters to an unoccupied space you can see. You halve the attack’s damage against you. You remain invisible until the start of your next turn or until you attack or cast a spell.

  • Greater Invisibility. You can expend 3 additional mana so the spell does not end for a target that attacks, throws a concoction, uses a maneuver, or casts a spell.

1 minute/mana

As an action, three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can dismiss the illusory duplicates on your turn (no action required).

Each time a creature targets you with an attack during the spell’s duration, roll 2d10 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 9 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll a 10 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s Defense equals 11 + half your Aptitude Bonus (min 1) + your Dexterity. If an attack hits a duplicate, the duplicate is destroyed.

A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.


Illusory Self. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less.

concentration, 1 hour/mana

As two actions, you transform a creature that you can touch or see within 10 meters. The creature must succeed on a Will saving throw or be transformed into a harmless animal appropriate to the area for the duration. A shapechanger automatically succeeds on this saving throw.

The new form can be any animal whose challenge rating is 0. The target’s game statistics, including mental abilities, are replaced by the statistics of the chosen animal. It retains its personality.

The target assumes the health of its new form. When it reverts to its normal form, the creature returns to the amount of health it had before it transformed. If it reverts as a result of dropping to 0 health, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 health, it isn’t knocked unconscious.

The target is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech.

The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.

A creature can repeat the saving throw once a minute, ending the effect on itself on a success.

You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them. You can choose the same form or different ones for each target.

  • Permanent Polymorph. You can expend 3 additional mana and concentrate on this spell for 1 hour so the transformation becomes permanent.

1 day/mana

As you spend 1 minute to cast this spell, you make terrain in a 20-meter cube within sight look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.

A creature can use an action to examine the terrain, making a skill check using Insight (Intelligence) against your spell save Difficulty. If the check succeeds or if a creature has truesight, it can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.


You can increase the cube by 20 meters for each additional mana expended.