Fey Drake
Small Dragon, chaotic neutral
Armor Class 17 (natural armor)
Hit Points 82 (15d6+30)
Speed 20 ft., fly 80 ft.
- STR
- 6 (-2)
- DEX
- 20 (+5)
- CON
- 15 (+2)
- INT
- 15 (+2)
- WIS
- 16 (+3)
- CHA
- 18 (+4)
Saving Throws Con +5, Dex +8, Wis +6
Skills Arcana +5, Stealth +8, Deception +7, Perception +6
Senses darkvision 120 ft., passive Perception 16
Languages Common, Draconic, Sylvan, telepathy 120 ft.
Challenge 6
Traits
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
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.






