Kryx RPGThemes
Faerie Dragon (Yellow)

Faerie Dragon (Yellow)

Tiny dragon
Challenge
1

STR
−4
DEX
5
CON
1
INT
2
WIS
1
CHA
3

14
4d4+4
17
Fort
+1
Ref
+1
Will
+3

Speed 2 m., fly 10 m.
Skills Arcana (Cha) +4 (15), Insight +1 (12), Perception +2 (13), Stealth +6 (17)
Senses darkvision 10 m.
Languages Draconic, Sylvan

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

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

Spellcasting. The faerie dragon (yellow) uses Arcana (Cha) to cast spells (spell save Difficulty 13, +4 to hit with spell attacks). It has 2 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

Cantrips (at will): dancing lights, minor illusion, minor telekinesis

1 mana: color spray, mirror image

The Colors of Age. The faerie dragon (yellow)’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: +6 to hit. Hit: 1 piercing damage.

Euphoria Breath (Costs 2 actions; Recharge 5–6). The faerie dragon (yellow) 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

Spells

1 minute

As an action, you create up to three small lights within 10 meters, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. Each light sheds bright light in a 1-meter radius and dim light for an additional 1 meter.

When you cast this spell, or as an action on a later turn, you can:

  • Move the lights up to 10 meters to a new spot within 20 meters. A light must be within 5 meters of another light created by this spell, and a light winks out if it goes beyond 20 meters.
  • Cause a light within 10 meters to flash brightly.
  • Recreate any lights that flashed within 10 meters.

You can cause a light to brightly flash a creature within 1 meter of it. The creature must make a Fortitude saving throw.

On a failure, it takes 1d4 radiant damage and mystical dim light glitters on it, causing the next attack roll made against it to have advantage if it is made before the end of your next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

After flashing brightly, a light ends.

This spell immediately ends if you cast it again before its duration ends.

At higher levels

This spell’s damage increases by 1d4 and you can create an additional light when you reach 9th level (2d4; four lights) and 17th level (3d4; five lights).

1 minute

As an action, you create a sound or an image of an object within 5 meters that lasts for the duration. The illusion also ends if you dismiss it on your turn (no action required) or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 1-meter cube. The image can’t create sound, light, smell, or any other sensory effect. 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 sound or image, making an ability 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 illusion becomes faint to the creature.

The illusion can be created to appear as a threatening creature just out of sight of a creature within 10 meters that you can see. If you so, the spell ends and the creature must make a Will saving throw.

On a failure, it takes 1d2 psychic damage, can’t take reactions until the end of its next turn, and the next attack roll against it has advantage if it is made before the end of your next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d2 when you reach 9th level (2d2) and 17th level (3d2).

1 minute

As an action, you can mentally lift and move an object at will from a distance, though the spell ends if the distance between you and the object exceeds 5 meters. You can also use an action to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, pour the contents out of a vial, stow one object in a container worn or carried by another creature, retrieve an object in a container worn or carried by another creature, use lock picks to pick locks or trap disarming tools to disarm traps at range. You can’t activate magic items or lift more than 2 kilos.

You can perform one of these tasks without being noticed by a creature if you succeed on a Stealth check contested by the creature’s Perception check.

At higher levels

The maximum weight of objects that you can target with this spell increases when you reach 9th level (5 kilos) and 17th level (7 kilos).

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, 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.

Augment
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. 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.

Augment

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.