Tiny Dragon, Chaotic Good
Armor Class 14
Hit Points 23 (6d6 + 5)
Speed 10 ft., fly 60 ft.
STR
8 (-1)
DEX
18 (+4)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
20 (+5)
Saving Throws DEX +6, CHA +7
Skills Arcana +4, Perception +3, Stealth +7
Damage Resistances Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Draconic, Druidic, Sylvan
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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 feet of it.

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

Innate Spellcasting. The dragon’s innate spellcasting ability is Charisma (Modifier 5, Spell Attack 7, Save DC 15). 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. Pasta Neety has aged up to casting all the spells on the list.

Rainbow, At will: Thaumaturgy, Prestidigitation, Druidcraft, Mending

Rainbow, 3 Spell Slots/day: Spare the Dying, Eldritch BlastGust

Red, 3 Spell Slots/day: dancing lights, mage hand, minor illusion

Orange, 2 Spell Slots/day: color spray

Yellow, 2 Spell Slots/day: mirror image

Green, 2 Spell Slots/day: suggestion

Blue, 1/day: major image

Indigo, 1/day: hallucinatory terrain

Violet, 1/day: polymorph

Rainbow, 1 Spell Slot/day: 4th level Bless, 3rd level Aid

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 20 Constitution 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 becomes incapacitated, and the only thing it can do on its turn is make a DC 20 Constitution saving throw, ending the effect on itself on a success.

Bonus Actions

On any turn or at any time, Pasta can polymorph into a Sparrow (1HP, 20AC, No Casting, No Attack, Advantage to Hide, +12 to Stealth), A Young Boy (5 HP, 12AC, No Fly Speed, Walk 40ft., Climb 30ft.) , or His True Form.

Pasta can dodge and disengage as a bonus action.

Reactions

On any turn or at any time, Pasta can polymorph into a Sparrow (1HP, 20AC, No Casting, No Attack, Advantage to Hide, +12 to Stealth), A Young Boy (5 HP, 12AC, No Fly Speed, Walk 40ft., Climb 30ft.) , or His True Form.

Legendary Actions

On any turn or at any time, Pasta can polymorph into a Sparrow (1 HP, 20 AC, No Casting, No Attack, Advantage to Hide, +12 to Stealth), A Young Boy (5 HP, 12 AC, No Fly Speed, Walk 40 ft., Climb 30 ft.) , or His True Form.

 

Description

Appearances. Pasta in his true form is about the size of a large house-cat and has wings that are a cross between a butterfly and a dragonfly. His scales change color depending on what angle you are looking at him. Anyone lucky enough to catch a glimpse of him in this form goes on to speak of the beauty of the rainbow dragon till their dying day.
Pasta polymorphs into two other forms at will:

The Young Boy. This persona looks like a dirty, disheveled, mess of a child, reminiscent of a Victorian urchin or Huckleberry Finn. Pasta takes this form to interact with people and he loves interacting with people. The villagers call him the orphan of the woods, but they all assume that he is the friendly spirit that they all know and love. In this form Pasta does not stop speaking about everything that comes into his head and should come off as a lovable pest who ignores any questions about his name or where he is from.

The Sparrow. This persona looks like a very tiny color-changing rainbow sparrow. It is hard to find and Pasta assumes this form if he needs to escape danger or spy on something without having to become invisible.

Age. Pasta Neety is a very old Faerie Dragon and his scales have changed hue moving through all the colors of the rainbow forming striped rainbow patterns that change depending on how you look at him. All faerie dragons have innate spellcasting ability, gaining new spells as they mature and Pasta has mastered polymorphing into certain preferred shapes.

Disposition. Pasta Neety has lived in an enchanted village outside an enchanted forest for about a century, acting as an invisible friendly spirit to the people of the village. He remains invisible and does small miracles for the people he likes and plays pranks on people he does not like. He will use Euphoria Breath on anyone who tries to get violent with one of his friends.

Regional Effects:

Crossing into Pasta's territory causes players to make a DC15 Wisdom Saving Throw. On success the player is compelled to leave a small offering near some significant marker (An Ancient Oak Tree, or A Clean Cool Spring) indicating that the player is in Pasta's domain.
If the player leaves a gift worth more than one gold or something sentimental Pasta will appear as a disheveled young boy of 8-12 years of age. He is gracious about most gifts but is very excited to receive any item that has a good story behind it. Pasta can help the party, cast aid/bless on the party, or offer an uncommon magic item if the party impresses him.

Monster Tags: fey

Habitat: Forest

NicksGameGrotto

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