Fey Drake

Small Dragon, chaotic neutral

Armor Class 17 (natural armor)

Hit Points 82 (15d6+30)

Speed fly +80, walk +20

Challenge 6

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.

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

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 · OGL/Open