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Fey Drake 2014

CR 6 dragon

Small dragon, chaotic neutral


Armor Class
17 (natural armor)
Hit Points
82 (15d6+30)
Speed
20 ft., fly 80 ft.

STR6 (-2)
DEX20 (+5)
CON15 (+2)
INT15 (+2)
WIS16 (+3)
CHA18 (+4)

Saving Throws
Dexterity +8, Constitution +5, Wisdom +6
Skills
Arcana +5, Deception +7, Perception +6, Stealth +8
Senses
darkvision 120 ft., passive Perception 16
Languages
Common, Draconic, Sylvan, telepathy 120 ft.
Challenge
6 (2,300 XP) · Proficiency Bonus +3

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

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.

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.

Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details