Huge Dragon, Chaotic Good
Armor Class 20 (natural armor)
Hit Points 425 (25d12 + 100)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
18 (+4)
DEX
19 (+4)
CON
24 (+7)
INT
20 (+5)
WIS
25 (+7)
CHA
27 (+8)
Saving Throws DEX +11, CON +14, INT +12, WIS +14, CHA +15
Skills Deception +15, History +15, Perception +12, Religion +15, Stealth +6
Damage Resistances Necrotic, Radiant
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Frightened, Petrified, Poisoned, Unconscious
Senses Blindsight 60 ft., Truesight 30 feet, Passive Perception 20
Languages Common Through telepathy, Draconic, Elvish Through telepathy, Sylvan
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/3)(recharge on 6) If the dragon fails a saving throw, it can choose to succeed instead.

Fey Ancestry: It has advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

Sweet Tooth: The dragon has Disadvantage against being charmed and insight checks if they are presented with any sweet food: ie, candy, pastry or dessert.

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.

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

Fey Contempt: when fighting enemies that it deems lesser beings it has advantage on concentration checks

Innate Spellcasting. The dragon’s innate spellcasting ability is Charisma (spell save DC 18). It can innately cast a number of spells, requiring no material components. The dragon has the follow spells prepared:
Cantrips (at will): gust, dancing lights, mage hand, minor illusion, prestidigitation
1st level (7 slots): faerie fire, color spray, illusory script, Tasha’s hideous laughter, sleep, Goodberry,
2nd level (6 slots): mirror image, suggestion, Enthrall, Blindness/Deafness, Enlarge Reduce, Blur
3rd level (6 slots): tiny servant, hypnotic pattern, major image, mass healing word, Summon fey, Dispel Magic, counterspell, slow
4th level (5 slots): greater invisibility, hallucinatory terrain, polymorph (other), dimension door
5th level (5 slots): legend lore, mislead, seeming, Greater restoration, Wall of light, Flame Strike          6th level (4 slots): programmed illusion, Otto's irresistible dance
7th level (3 slots): creation, mirage arcane, teleport
8th level (2 slots): control weather
9th level (1 slots): time stop

Shapechanger. Twice per long rest:  The dragon magically polymorphs into a creature that has a challenge rating no higher than its own, or back into its true form. It will automatically reverts to it's true form, if it drops to 0 hit points or dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In the new form, the dragon retains its alignment, telepathy, proficiencies, Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Telepathy. Using telepathy, the dragon can magically communicate words, ideas, images, sounds, emotions, and other sensory messages with any creature within 100 feet of it that can understand a language. It can also use it's telepathy to speak with animals.

Archfey's Boon: This creature can serve as a Warlocks Patron or a trickery domain clerics deity; A creature can willingly choose to ask it if it can replace a warlocks pact patron, but it will increase the chances that a prior patron will send attackers to it. Warlocks that opt into the Archfae Dragons pact are subject to the effects of the Wild magic surge table. When they cast a spell of level 1 or above the DM can have them roll a D20. If they roll a 1, they must roll on the Wild Magic Surge table to create a random magical effect. The Character must change their alignment to chaotic good.

 

 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes two attacks: one with its bite and one with a spell.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Faerie fire Breath. The dragon exhales Faerie fire in a 60-foot cone. Each creature in that cone must make a DC 18 Dexterity saving throw, taking (12d8) Radiant damage on a failed save, or half as much damage on a successful one. For 1 minute, objects and affected creatures that failed the saving throw, shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Euphoria Breath. The dragon exhales gas in a 20 foot cone of euphoria gas. The target must succeed on a DC 14 Wisdom 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 Wisdom saving throw, ending the effect on itself on a success.

 

Legendary Actions

The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Warp Lair:(Costs 2 Actions). it can take its legendary action to warp its lair and activate a lair effect

Description

This creature is usually the result of a rare relation between a Archfey and a Copper Dragon. The combination of these bloodlines usually result in a Faerie Dragon that has wings of a Dragonfly. The creature itself is more draconic looking but, It gets its power from cutting chaos like other arch fey to cast spells. As such Fey and elves revere it as a Archfae.

It will usually have an Eldadrin form and a small Fey dragon form that it prefers to be in rather than its true form.  Over Hundred of years this Arch Fey will grow as massive as a Ancient Gold dragon. Its true form is a opal skinned dragon with florescent skin and massive Ethereal wings that resemble the 4 dragon fly wings and fade out to a aurora of glittering light. On its head are two more dragonfly wing like appendages that normally fold back and a Crystalline horn atop its brow. Its front legs are smaller than its back legs.

It gains satisfaction from pranks, it normally avoids hurting creatures, and has a voracious appetite for sweets. It will usually hoard sweets in plain sight in its lair for all to enjoy if they are non hostile. Like other Archfey, its emotions affect its lair and the surrounding fey creatures. It is usually humble but will ask for visitors to its court to pay tribute by offering sweets or completing a nonsensical task that stops them from leaving its feywild like territory  until it is completed. It normally expects fey and Elves to bow to it.

If given the chance it may amuse itself by granting its boon  those who would wish to be warlocks and clerics of trickery. The dragon has the ability to separate warlocks and their patrons Pact if they choose to enter into its pact service.

Lair and Lair Actions

A Archfae Dragon's Lair

 ArchFae dragon's prefer to make their lair in wild forest that are not far from civilization. This dragon enjoys company and enjoys going into civilized towns to play tricks on creatures and eat sweets.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • Blinding Auroras: If the dragon is in its true form: There is a blinding aurora emanating from the dragon for 20 feet of the Dragon. The dragon gives off daylight for up to 60 feet and dim light between 60 and 100 feet. All creatures within 20 feet of the dragon must make a DC 18 Wisdom Saving throw or be Blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Any magical darkness within 60 feet of the dragon is dispelled. Any perception, investigation or insight checks made by other creatures within 60 feet of the dragon are made at disadvantage
  • Sylvan Wing Song: The dragon begins lightly flapping their wings creating a small draft of air with glittering small particle of dust. Choose up to 2 creatures within 120 feet. The creatures must succeed on a DC18 Charisma saving throw. (creatures who speak sylvan or elvish are unaffected they only feel as if they are in a happier mood). On a failed save, only the selected creatures begin to hear the lure of a warm Wind whistling in their face. At the start of the creature's next turn, the dragon determines the creature's movement and action, which can be used to perform any action that would not directly harm the creature. The creature may make a Charisma save at the end of every turn to resist. The condition fades after one minute.
  • Fae sanctuary :  A light Glistering mist begins to form, which creeps to a point of the dragon's choosing. The mist then settles as a 60-ft dome emanating daylight within it. Within the Dome, Flowers bloom And small faerie dragons and pixies fly. Any creature hostile to the Faerie dragon that start its turn within the dome must make a Wisdom saving throw  of DC16 or take 3d6 radiant damage. Any Fey  or elvish Creatures who are not hostile to the Dragon gain advantage on all saving throws.

Regional Effects

The region containing a legendary faerie dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.

  • In a five-mile radius of a ArchFae dragon lair, common woodland animals and fey can be found that speak both Sylvan and Common, but only if addressed or if they mistake talk as being addressed to them. If asked about a dragon in the vicinity, they respond eagerly with flattery and adulation and can point the party in it's direction, however they respond with sheepish embarrassment if asked to enter the lair themselves.
  • Within a two-mile radius of the dragon lair, faint music can be heard, as if carried by the wind from an indescribable distance. The music resembles harps, flutes and a whistling breeze, and all creatures who hear it find it strangely pleasing, even those who under normal circumstances would not. Fey, Elves and half-elves gain an opal like gloss to their eyes.
  • Within one mile of the lair, all sentient creatures who can hear the music, and who have not received a token of the dragon's friendship, must succeed on a DC20 Charisma saving throw or be charmed by the music (Creatures that speak Sylvan or Elvish Are Unaffected). Affected creatures can attempt to save again every five minutes, however after three failed attempts, the effect is permanent until the next dawn. Charmed individuals find their exhaustion and fears lifted, entering a relaxed-like state, and find themselves drifting into the lair, swept up into the music, perhaps being swept into a dance by a fey partner.
  • Mortals that leave the one-mile radius of the Faerie Dragon's court in good favor are left with a sense of longing for the simple comfort of the glade or vale they just exited, which fades over time but always rests at the back of their mind. Mortals that escape with their lives under the fury of a faerie dragon and attempt to reenter are no longer greeted by the previous charm spell, but must instead succeed on a DC18 Charisma saving throw or be frightened from entering for one hour. Fey, Elves and half elves that leave the lair in good standing with the Archfae dragon gain one inspiration.

 

 A Faerie Dragon's Court

Faerie Dragon's often find themselves centers of fey or seelie enclaves when within the material plane. These dragons contend themselves with being the benevolent, if ferocious, rulers of fey courts within the wildest of woods they inhabit. Following are examples of individuals that may be found in a faerie dragon's court, but this should not be taken as comprehensive or even required.

Dryad: Dryads who linger in the material plane often find themselves drawn to the lair and court of a faerie dragon, as it most reminds them of their home forests in the feywild. The dryads find themselves a home under the eyes of a ferocious protector, and in turn help make the dragon's court into a mirror of the fey majesty the dragon once knew.

Satyr: While the majority of these half-folk often find themselves off in one adventure or another, some occasionally find the need to settle down near a source of fey power. These satyr often end up as bards recounting their adventures to their bemused host, or as caretakers for their dryad sisters, both far from their ancestral home in the feywild.

Centaur: Whenever these mighty creatures wander from their native lands, it is usually in search of a position or deed of honor, and some end up as knight-protectors and wardens of a faerie dragon's court.

Minstrels: No court would be complete without a troupe of musicians providing the relaxing accompaniment of harp and lute and song, and the bewitching songs that protect the court are not conjured from thin air. These bards could be the satyr or fey of the court, or they could be mortals, once charmed into entering, who can now no longer bear the thought of departure.

Feyfolk: who else would give tidings to a dragon ranked among archfey.

Eladrin: High Elves basking in the natural light of the court

Previous Versions

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Monster Tags: fey

Habitat: Forest

Harbingerawol

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