Tiny Dragon, Chaotic Good
Armor Class 13 Natural
Hit Points 14 (4d4 + 4)
Speed 10 ft., Fly 60 ft.
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
Damage Resistances Acid, Cold, Fire, Lightning, Poison
Condition Immunities Charmed
Senses Darkvision 60ft, Passive Perception 14
Languages Draconic Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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

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 dragon within 60 feet of it FGB or Kebe. Basically its parents.

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

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.

1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion

 

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 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.
Chromatic Breath (5-6). The dragon exhales a random breath weapon, roll 1d10 to see which breath weapon. Damage is equal to 1+#of D10s based on age group, 1d6 per age group.

Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Previous Versions

Name Date Modified Views Adds Version Actions
6/8/2019 5:15:50 AM
8
2
1
Coming Soon

Monster Tags: abberationfey

Paradox_Panda

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