Kryx RPGThemesMonsters

Faerie Dragon (Violet)

Tiny dragon
Challenge
2 (450 XP)

STR
−4
DEX
5
CON
1
INT
2
WIS
1
CHA
3

14
4d4+4
15
Fort
+1
Ref
+0
Will
+2

Speed 3 m., fly 18 m.
Senses darkvision 18 m., passive Perception 13
Skills Arcana +4, Perception +3, Stealth +7
Languages Draconic, Sylvan

Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 18 meters of it.

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

Spellcasting. The faerie dragon (violet) is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 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 (rounded up) when it finishes a short rest, and knows the following spells:

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

1 mana: color spray, image

1/day each: image (augmented to major image), mirage, polymorph

The Colors of Age. A faerie dragon’s scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

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

Bonus Actions

Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 1.5 m., one creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5–6). The dragon exhales a puff of euphoria gas at one creature within 1.5 meters of it. The target must succeed on a DC 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 action or bonus action 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 DC 11 Will saving throw, ending the effect on itself on a success.

Forestmm