Large Dragon, Chaotic Good
Armor Class 18 (natural armor)
Hit Points 290 (17d20 + 120)
Speed 50 ft., Climb 50 ft., Fly 100 ft.
STR
12 (+1)
DEX
27 (+8)
CON
19 (+4)
INT
20 (+5)
WIS
17 (+3)
CHA
25 (+7)
Saving Throws DEX +15, CON +11, WIS +10, CHA +14
Skills Deception +11, Perception +10, Stealth +13
Damage Immunities Psychic
Condition Immunities Charmed
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 30 feet, Passive Perception 27
Languages Common, Draconic, Sylvan
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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 cast invisibility on itself until its concentration ends along with any equipment it may have on itself

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

Telepathy. The dragon can telepathically communicate with any creature within 60 feet of it.

Innate Spellcasting. The dragons innate spellcasting ability is Charisma (spell save DC 21) it can innately cast a number of spells requiring no components. 

Cantrips (at will): light, mage hand, message, minor illusion, prestidigitation

-1st level: Charm Person, Color Spray, fog cloud, hideous laughter

-2nd level: arcanist's magic aura, blindness deafness, suggestion

-3rd level: counter spell, dispel magic, remove curse 

-4th level: hallucinatory terrain, polymorph, Banishment

-5th level: Animate Objects, legend lore, mislead

-6th level: Irresistible Dance

-7th level: mirage arcane

-8th level: Simulacrum

-9th level: Wish 

Actions

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

Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 1) piercing damage. A creature bitten must succeed on a con saving throw with a DC 16 or become confused. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn 
 1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
 
2-6. The creature doesn’t move or take actions this turn.

7-8. The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

 9-10. The creature can act and move normally.

At the end of its turns, an affected target can make a Wisdom saving throw. It it succeeds, this effect ends for that target.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 8) bludgeoning damage.

Charming 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 19 Wisdom saving throw or become charmed 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 Charming Presence for the next 24 hours.

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

Euphoric Breath. The Dragon can exhale a cloud of euphoric gas in a 90-foot cone. Creatures in this cone must succeed on a Wisdom saving throw with a DC 16. A creature that fails its save cannot take reactions and must roll a d8 at the start of each of its turns to determine what it must do for that turn. On a roll of 1-4, the target moves in a random direction and takes no actions or bonus actions. On a 5-6, the target behaves normally for the turn. On a 7-8, the target is charmed and on its turn must make an attack on a creature not friendly to the dragon. This effect lasts for 1 minute (10 rounds) or until it succeeds on a Wisdom saving throw at the end of its turn. Once you use this feature.

Sleep Breath.The Dragon exhales sleep gas in a 90 foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 1 minute. 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 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) Slashing damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The Ancient ancestors to current day faerie dragons, these dragon were among the first of their kind to enter into the feywild many thousands of years ago. They are small when compared to most ancient dragons but easily out do them in speed and quick wittedness. Their scales are a holographic violet, and they have the same distinctive butterfly wings of their younger counterparts.

Renowned Hosts. Much like its modern counter parts, Anicent Faerie Dragons have a fondness for treasures and good company. They will often find ways to trick adventurers passing through their domain into their lairs so they can trade stories and current events. These dragons are gracious hosts and will treat guest to their homes with the upmost kindness and curiosity, they only asking for the smallest of things in exchange. They covet stories, oddities, trinkets and anything new to them.   

Arcane Tricksters. These Dragons are innate masters of the magical arts with a particular fondness for illusion and enchantment. If ever in a fit of boredom, the most keen sighted of mortals may spot this dragon making mischief. A foe to this dragon is but a toy to ease boredom, and friends to this legendary beast may find themselves in over their heads helping stage incredibly elaborate pranks. The Faerie Dragon does not take kindly to boring things and will usually try and "improve" them, whether that improvement is making an uptight official dance uncontrollably or destabilizing an entire kingdom.

Wish Dragons. Rumor has it that these dragons have the ability to Grant wishes, however they only do so for the most worthy of individuals. What the qualifications for worthiness are, is subjective for each of these Dragons. Perhaps you've proven yourself a great hero or have completed some impossible task. It maybe you have completed some favor for the dragon, or it could be as simple as entertaining it for a time. 

Lair and Lair Actions

A Faerie Dragon’s Lair

Faerie dragons dwell in the lush forests of the Fey wild, where they make their lairs in in the tangled branches of the treetops. Under the bark of the massive trees these dragons call home and within the thick bunches of leaves are hidden trinkets, toys and rare items that they have collected over their lifespan. 

Lair Actions

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

  • The dragon chooses a point on the ground that it can see within 120 feet of it. vines and plant matter sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the entangle spell and lasts until the dragon uses this lair action again or until the dragon dies.
  • The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrainedcondition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.

Regional Effects

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

  • The area surrounding the dragons lair is filled with a light pink mist, having a relaxing effect on those who step in it.
  • The area's surrounding its lair will often be filled with various good aligned fey creatures such as smaller faerie dragons, pixies and wood elves.
  • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, and will share in the dragons love of pranks.
  • Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of giggling. Even serious matters suddenly seem amusing.

If the dragon dies, the mist is replaced with a deep gray smog and the environment the dragon inhabited begins to wither over the course of (10d10)days, all other effects end immediately.

Habitat: Forest

Jorel