Large Dragon (Archfey), Neutral
Armor Class 17 Natural
Hit Points 220 (18d12 + 90)
Speed
STR
22 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
15 (+2)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws DEX +6, CON +9, WIS +5, CHA +8
Damage Resistances Slashing and Piercing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Passive Perception 11
Languages Common, Draconic, Sylvan
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Careful Step. The dragon ignores difficult terrain.

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

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

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.

Actions

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

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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).

Chromatic Breath. The dragon exhales acid, cold, fire, lightning, poison, or thunder in a 60-­foot cone or line that is 5 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (12d8) acid, cold, fire, lightning, poison, or thunder damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 60 foot cone. Each creature in that area must succeed a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

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.

Legendary Actions

The dragon can take 3 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.

Description

Fey dragons are agents of chaos that revel in sewing the seeds of madness and mania, disrupting the lives of the creatures around them wherever they go. While most dragons live away from civilization, fey dragons tend to live in close proximity to a city, town, or village.

A fey dragon glistens with a multicolored shine. Its horns and spines have a curious wisp and airy twist about them.

Urban Dragon. Fey dragons love to watch the hustle and bustle of daily life and plotting how to quietly disrupt it. They often take the form of an ordinary member of the society and integrate itself into the society. It then proceeds to observe, spread rumors, and reveal secrets. Once it feels satisfied, it retreats back to its lair and revels in the discord it created.

Nonchalant Hoarding. Like all dragons, fey dragons love treasure. However, among the gold and valuables are random trinkets, often trophies from its ventures to the societies that it infiltrates. These trinkets hold greater value to it than all the gold in its hoard.

Lair and Lair Actions

Fey dragons dwell in the Feywild. A fey dragon’s lair is usually in a forest, a ruin, or a cave system. However, no matter the location, it will certainly be fantastic and chaotic. It is also likely to be in close proximity to a city, town, or village.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Swirling faerie fire swirls about a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The fire wraps around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. Each object in this 20-foot sphere is outlined in blue, green, or violet light (your choice). Any creature in the area is also outlined in light if it fails a DC 15 Dexterity saving throw. For the duration, objects and affected creatures 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
  • The dragon chooses a 10-foot-square area on the ground that it can see within 120-feet from it. Chaotic energy bursts from the ground. Each creature must succeed a DC 16 Dexterity saving throw or take 14 (3d8) acid, cold, fire, force, lightning, poison, psycic, or thunder damage. 
  • A creature of the dragon's choice that it can see perceives everything as hilariously funny and falls into fits of laughter. The target must succeed on a DC 15 Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Regional Effects

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

  • The land within 6 miles of the lair a chaotic, uneasy energy can be felt.
  • Creatures that live within 3 mile of the lair begin the decent into madness. Depending on the length of time they spend within this range determines the degree of madness. Those that spend between 1-7 days within this range become afflicted with short term madness. Those that spend between 1-4 weeks within this range become afflicted with long term madness. Those that spend longer than a month within this range become afflicted with indefinite madness.

If the dragon dies, the chaotic energy effects fade over 1d10 days, while the madness effects fade over 2d10 days.

Monster Tags: fey

Theodread

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