Fey Drake
- Size
- Small
- Type
- Dragon
- Challenge Rating
- 6
- Source
- Creature Codex
- Alignment
- Chaotic-Neutral
- Armor Class
- 17
- Speeds
- 20, fly 80
- Walking Speed
- 20
- Flying Speed
- 80
- Strength Score
- 6
- Dexterity Score
- 20
- Constitution Score
- 15
- Intelligence Score
- 15
- Wisdom Score
- 16
- Charisma Score
- 18
- Saving Throws
- Dexterity, Constitution, Wisdom
- Skill Proficiencies
- Arcana, Deception, Perception, Stealth
- Vision
- Darkvision (120ft)
- Languages Ref
- Common, Draconic, Sylvan, telepathy 120 ft.
- Hit Points
- 82
- Languages
- Aethyrian Common, Draconic, Sylvan, Telepathy (120ft)
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 Dex +8, Con +5, Wis +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)
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.
Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.