Kassoon

Faerie Dragon (Orange)

Faerie Dragon (Orange)

Tiny dragon, Chaotic GoodTiny dragon, Chaotic Good
Armor Class 1515
[~<13]
+/-/*
Hit Points 14 (4d4+4)14 ([4d4+4])
[~1-6]
Speed 10 ft., fly 60 ft.10 ft., fly 60 ft.

STR
3 (-4)
DEX
20 (+5)
CON
13 (+1)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)

Token URL:
Saving Throws
Skills Arcana +4, Perception +3, Stealth +7 Arcana [+4], Perception [+3], Stealth [+7]
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses darkvision 60 ft., passive Perception 13darkvision 60 ft., passive Perception 13
Languages Draconic, SylvanDraconic, Sylvan
PB +2
Challenge 1 (200 XP)

[+instructions]

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components:

The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

Red-5 years or less

Orange-6-10 years

Yellow-11-20 years

Green-21-30 years

Blue-31-40 years

Indigo-41-50 years

Violet-51 years or more

A green or older faerie dragon's CR increases to 2.

Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

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

[b]Innate Spellcasting.[/b] The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components:
[*]1/day: [spell]color spray[/spell], [spell]dancing lights[/spell], [spell]mage hand[/spell], [spell]minor illusion[/spell]

[b]The Colors of Age.[/b] A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

Red-5 years or less

Orange-6-10 years

Yellow-11-20 years

Green-21-30 years

Blue-31-40 years

Indigo-41-50 years

Violet-51 years or more

A green or older faerie dragon's CR increases to 2.

[b]Superior Invisibility.[/b] As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

[b]Limited Telepathy.[/b] Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

[b]Magic Resistance.[/b] The faerie dragon has advantage on saving throws against spells and other magical effects.

Actions

[~Hit +2, DC <13, DPR 0-1]

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge d6: 5-6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

[b]Bite.[/b] Melee Weapon Attack: [+7] to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

[b]Euphoria Breath (Recharge [d6]: 5-6).[/b] The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a [d6] at the start of each of its turns to determine its behavior during the turn:

1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

Legendary Actions

 

Details

 
Source Monster Manual pg 133
 
Environments forest
 
Tactics
 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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