Fey Drake

Small Dragon, chaotic neutral. CR 6, AC 17, 82 HP. Traits: Magic Resistance, Superior Invisibility, Innate Spellcasting.

Armor class
17
Hit points
82
Challenge
6
Creature type
Dragon
Size
Small
Alignment
chaotic neutral

Stat block

Cha
18
Con
15
Dex
20
Int
15
Str
6
Wis
16
Speed
Fly: 80; Walk: 20
Senses
darkvision 120 ft., passive Perception 16
Skills
Arcana: 5; Stealth: 8; Deception: 7; Perception: 6
Actions
  • Multiattack. The fey drake makes three bite attacks.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour.
  • Bewildering Breath (Recharge 5-6). The drake breaths a plume of purple gas in a 15-foot cone. Each creature in that area must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature can't take bonus actions or reactions, and it makes all Intelligence, Wisdom, and Charisma skill checks and saving throws with disadvantage.
Languages
Common, Draconic, Sylvan, telepathy 120 ft.
Saving throws
Wisdom: 6; Dexterity: 8; Constitution: 5
Special abilities
  • Magic Resistance. The fey drake has advantage on saving throws against spells and other magical effects.
  • Superior Invisibility. As a bonus action, the fey drake can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it.
  • Innate Spellcasting. The fey drake's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The fey drake can innately cast the following spells, requiring no material components At will: charm person, color spray, grease 3/day each: hypnotic pattern, locate creature, suggestion 1/day each: dominate person, polymorph

Source and licence

From Creature Codex.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.