Fey Dragon Wyrmling (5e Creature)

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Fey Dragon Wyrmling[edit]

Medium dragon, any chaotic alignment


Armor Class 17 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., climb 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)

Saving Throws Dex +2, Con +4, Wis +2, Cha +4
Skills Arcana +3, Perception +4, Stealth +2
Proficiency Bonus +2
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks that aren't cold iron
Damage Immunities radiant
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages Draconic, Sylvan
Challenge 3 (700 XP)


Fey Ancestry. The dragon has advantage on saving throws against being charmed, and magic can't put the dragon to sleep.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) radiant damage.

Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 12 Charisma saving throw or suffer the effect of the confusion spell until the dragon's next turn.

Radiant Breath (Recharge 5-6). The dragon exhales radiant energy in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 22 (4d10) radiant damage on a failed save or half as much damage on a successful one.


Fey dragons are an odd kind. Unlike their shadow dragon counterparts, Fey dragons are their own kind of creature. Fey dragons have very serpent-like heads with fangs included, a large sail like membrane breaching down the back of their heads to their backs, their scales are the colours of sunsets. As creatures of the Feywild, they bring their plane's gifts to other planes.

Regional Effects

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

  • Trees within 6 miles of the lair grow faster and reach towering heights.
  • Water sources as well as landmarks within 1 mile of the dragon's lair form portals to the Feywild, allowing creatures of that plane to into the world to dwell nearby.
  • Wildlife increases in density within 3 miles of the dragon's lair, this could include anything from grass to deer.

If the dragon dies, these effects end immediately. Any trees remain at the same height.

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