monsters dragon cr-5-10 Creature Codex

Fey Drake

Small Dragon, CR 6. From Creature Codex.

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Fey Drake

Small Dragon, chaotic neutral

Armor Class 17 (natural armor)

Hit Points 82 (15d6+30)

Speed fly 80 ft., 20 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

Damage Immunities

Condition Immunities

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.

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