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Faerie Dragon

Tiny dragon, chaotic good
Armor Class 15
Hit Points 14 4d4+4
Speed 10ft Fly: 60ft

STR
3 -4
DEX
20 +5
CON
13 +1
INT
14 +2
WIS
12 +1
CHA
16 +3

Skills Arcana +4, Perception +3, Stealth +7
Senses darkvision 60 ft., passive Perception 13
Languages Draconic, Sylvan
Challenge 1 for red, orange, or yellow faerie dragon

2 for a green, blue, indigo, or violet faerie dragon


Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

Red, 1/day each: dancing lights, mage hand, minor illusion

Orange, 1/day: color spray

Yellow, 1/day: mirror image

Green, 1/day: suggestion

Blue, 1/day: major image

Indigo, 1/day: hallucinatory terrain

Violet, 1/day: polymorph


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.

Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 ft. of it.

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


Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5-6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a 1d6 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 Wisdom saving throw, ending the effect on itself on a success.


 

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