Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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 (spell save DC 21). It can innately cast a number of spells, requiring no material components. It regains its expended spell slots when it finishes a short or long rest. It knows the following spells:
Cantrips (at will): dancing lights, prestidigitation, mage hand, minor illusion
1st-5th level (4 5th-level slots): color spray, commune with nature, dominate person, hallucinatory terrain, major image, mirror image, polymorph, suggestion
1/day each: forcecage, gate, globe of invulnerability, power word stun
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 9 piercing damage.
Euphoria Breath (Recharge 5–6). The dragon exhales a puff of euphoria gas at every creature within 15 feet of it. The target must succeed on a DC 19 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 19 Wisdom saving throw, ending the effect on itself on a success.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and 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.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
Bite. The dragon makes a bite attack.
Spellcasting (Costs 2 Actions). The dragon casts a spell.
Deep Breath (Recharge 5–6) (Costs 3 Actions). The dragon rolls to recharge its Euphoria Breath. If it is successfully recharged, the dragon may use it.
Description
A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked.
Invisible Tricksters. The only warning of a faerie dragon’s presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its “prey.”
Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon’s draconic nature by offering it “treasure” in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory.
The Colors of Age (Ancient). 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. From age 801 to 1200, they are classified as an Ancient Faerie Dragon. Ancient Faerie Dragons appear violet to the eye of a humanoid, but to creatures with truesight, they can be seen to be made of all the colors of the rainbow at once.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- Chaotic Aura. The faerie dragon creates misdirecting currents of air and magic around itself. Until initiative count 20 on the next round, whenever a ranged attack roll misses the dragon, reroll the attack against a random creature within 30 feet of the dragon that doesn't have total cover against the attack.
- Grasping Plants. The faerie dragon causes roots and vines to temporarily grow around it; until initiative count 20 on the next round, the ground within 20 feet of the dragon is difficult terrain.
Regional Effects
The region containing a faerie dragon's lair can be transformed by its presence, creating one or more of the following effects:
- Compulsory Offering. The first time a creature comes within 1 mile of the faerie dragon's lair, the creature must succeed on a DC 21 Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. The dragon immediately senses the location of this gift. A creature can be affected only once per day by this compulsion.
- Malleable Time. Time is fluid within 1 mile of the faerie dragon's lair, flowing somewhere between half and twice its normal speed.
- Mischief Afoot. Sapient creatures that spend a year within 5 miles of the faerie dragon's lair feel the persistent urge to play pranks on others.
If the faerie dragon dies, these effects fade over the course of 5d20 days.
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