Adult Fey Dragon (5e Creature)

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Adult Fey Dragon[edit]

Huge dragon, chaotic good


Armor Class 18 (natural armor)
Hit Points 253 (22d12 + 110)
Speed 40 ft., climb 40 ft., swim 40 ft.


STR DEX CON INT WIS CHA
17 (+3) 23 (+6) 21 (+5) 14 (+2) 18 (+4) 21 (+5)

Saving Throws Dex +14, Con +11, Wis +9, Cha +10
Skills Deception +13, Perception +12, Persuasion +15, Stealth +12
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities Charmed, Poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages Common, Draconic, Sylvan, telepathy 120 ft.
Challenge 17 (18,000 XP)


Amphibious. The dragon can breathe air and water.

Legendary resistance (3/day).If the dragon fails a saving throw, it can choose to succeed instead.

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.

Innate Spellcasting. The Dragon’s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The dragon can innately cast the following spells, requiring no material components:

At will: minor illusion, speak with animals, purify food and drink
5/day each: mirror image, plant growth, gust of wind, major image
3/day each: hallucinatory terrain, dimension door, polymorph
2/day: conjure animals (5th-level)

ACTIONS

Multiattack. The dragon makes three attacks: one with its gore and two with its claws.

Gore. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 6) piercing damage

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 6) bludgeoning damage. When a creature no more than large size gets hit, it must succeed on a DC 15 Strength saving throw or is knocked prone.

Hallucinatory Mist (Recharge 5-6). The dragon exhales a colorful pink gas in a 60-ft cone. Each creature in that line must make a DC 19 Wisdom saving throw or begin to hallucinate. Roll to see which effect the creature affected by. The effects last for 1 minute and the creature may repeat the saving throw at the end of each of its turns.

d10 Roll - Hallucinogenic Effects

  • 1 - The character drops to the floor, flailing and screaming as he or she tries to claw off imaginary insects devouring their skin and flesh. The character counts as paralyzed.
  • 2 - The character believes their hands are beginning to strip off the bone into bloody lumps. The character drops everything he or she is carrying and spends the duration staring at their hands and screaming. The character counts as paralyzed.
  • 3 - The character sees gruesome creatures bursting through the walls/ceiling/floor/bushes and begins to attack. The character must begin each turn attacking or randomly casting damaging spells at a random piece of terrain within their line of sight. Anyone caught in the line of fire are subject to attacks as normal. Each round, choose a new target at random rolling a d4. A 1 is an enemy, a 2 is an ally, a 3 is the ground, and a 4 is wildly into the air.
  • 4 - The character believes that it is time to go to sleep and will promptly do so. The character counts Unconscious.
  • 5 - The character believes that they are stuck in a strange thick, liquid like substance. The creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both.
  • 6 - The character is overcome with paranoia, believing even their own companions are out to get them. On the character's turn, they must move to a position of cover, getting out of line of sight from any other characters, trying to remain hidden from others.
  • 7 - The character believes wholeheartedly that they are inhaling toxic gas and collapses to the floor as if dead. The character counts as falling prone and paralyzed.
  • 8 - The character fills with a burning rage and a desire for violence. The character enters a frenzy and attacks the closest opponent. The character must make a melee weapon attack as their full action once per turn until the effect ends. If the character is not wielding a melee weapon and is a spellcaster, they cast a random damaging spell (using the same spell on subsequent turns). Otherwise, they strike at the opponent, with damage counting as an unarmed strike.
  • 9 - The character believes they have shrunk to half their normal size, and everything else is big and frightening now. The character counts as frightened until the effect ends, with all characters and enemies deemed as frightening.
  • 10 - The character desperately tries to remove a massive fanged worm that he or she thinks is slowly winding its way up their leg. The character attacks its leg with any melee weapon it is holding. If the character is not wielding a melee weapon and is a spellcaster, they cast a random damaging spell on their leg. Otherwise, they claw at their leg, with damage counting as an unarmed strike.
  • 11 - The character is sent into a state of euphoria. The character takes no action or bonus action and uses all of its movement to move in a random direction.
  • 12 - The character will believe that they are another character or creature entirely (usually a humanoid or creature that the character has seen recently). They will swap out their skills and proficiencies for the other entity but will not gain any of the entities abilities. Ex. A barbarian who thinks he is a Wizard is still unable to cast spells.

LEGENDARY ACTIONS

The can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Draconic Charm (Costs 2 Actions). The Dragon chooses one target it can see. The target must make a DC 19 Wisdom saving throw, or be charmed by the Dragon. The charmed creature regards the Dragon as a trusted friend to be heeded and protected. Although the target isn’t under the Dragon’s control, it takes the dragon’s requests or actions in the most favorable way it can. Each time the Dragon or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Dragon dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the Dragon’s Charming Mist for the next 24 hours. The Dragon can have no more than five humanoids and up to 15 beasts charmed at a time.

Unlike most other Dragon, Fey Dragons have a long, slender body and have no wings. More so, it is known to be the only Dragon to actually have fur on its body. This fur covers its chest, underbelly, legs and tail in colors ranging from brown to a dark yellow. Its head has a long snout and large stag-like horns with spikes running down its back and tail. Its feet are said to be quite different from other Dragons and allow Fey Dragons to move swiftly on land. Fey Dragons are omnivores, feeding mainly on fish, rodents and smaller prey. On occasions they do hunt medium to larger creatures and have been known to eat berries and other small fruits.

Fey Dragons skill sets revolve around trickery and knowing its surrounding area. Often or not it will prefer to avoid confrontations, however, will defend themselves if need be. Once the threat has left, Fey Dragons wont chase after the threat and instead let it go. If it sense that the threat is more powerful than itself and the odds of winning are stacked against it, the Fey Dragon will retreat and move elsewhere. Most Fey Dragons keep a rather calm and playful nature when unprovoked. They show great interest in humanoids way of life and especially that of travelers and adventures, seeming to stalk the unaware individual or if bored will toy with the humanoid and try and stir a reaction. Fey Dragons are a lover for music and entertainment, often requesting a humanoid to play them something or put on an show, to tell a joke if the humanoid wants aid or to pass through their domain.

In the days where the Feywild was but a new land, it was ravaged by the forces of chaos and shadows. Those who called it their home seeked protection from their aggressors and approached Bahumet, the god of Dragons, who out of pity, granted them some of his greatest dragon warriors to assist in guarding the glory of the Feywild. For millennium, these dragons protected the lands of the Feywild and adapted to their new environment over time. They developed horns and grew thick fur over their scales. Over time, they lost their wings as they were a deterrent among the thick forests of the Feywild. In return, the developed amazing psychic capabilities and control over ones mind through charm and illusion.

A Fey Dragon’s Lair A Fey Dragons lair is typically a large grove, lake, or hill with lots of plants and animals.

Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.

One creature the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom saving throw or be transformed into a beast of the dragon's choice as though it had cast the polymorph spell. To return to normal, the creature must use its action to make a Wisdom check contested by the dragon’s Charisma. If the creature wins, it returns to normal. Otherwise, the effect ends on initiative count 20 on the next round.

Regional Effects The region containing a legendary fey dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

The area within 6 miles of the dragons lair attracts many Fey and beasts, and the water in this are is clean.

Hallucinations of Large or smaller monsters haunt the wilds within 1 mile of the dragon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.

The dragon can sense the surroundings of any beast within 3 miles of its lair.

If the dragon dies, these effects fade in 1d10 days.

Variant: Shuffling Psyche (1/Day). The Fey Dragon fey abilities give it mastery over the minds of creatures, creating illusions and changing alignments in an instant.

  • Every creature of the dragon's choice within a 60-ft radius must succeed on a DC 19 Wisdom. On a failed save, all targets swap bodies at the DM's discretion and players gain control of another player/creatures character sheet/stat block. A remove curse spell can end this effect. Casting this will return a character to their original body and send the soul in their body back to its original body.



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