D&d Faerie Dragon The fey deities of Dungeons & Dragons are present in many campaign settings. These deities exist to support the operation of the alignment and religious systems of the world; particularly to facilitate the operation of magic and alignment for role-playing.
- Rocs are colossal avians, the size of mountains, who lair in high mountains and who wing over coast and sea, preying on whales, elephants, and dire animals, usually dropping the animal from a great height so that it splatters on the ground. They also menace ships in the region, and are fierce defenders of their nests and eggs (which, being immense, are often sought out as food sources).
- 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. Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13).
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Type: | Dragon |
---|---|
Environment: | temperate forests, tall grasslands |
Organization: | Wyrmling, Very Young:Clutch (2-4); Young, Juvenile, Young adult, Adult, Mature adult: Solitary or clutch (2-4); Old, Very old, Ancient, Wyrm, Great wyrm: Solitary (with sprite companions) or family (1-2 and 2-5 offspring) |
Challenge Rating: | Wyrmling 4; very young 7; young 9; juvenile 11; young adult 14; adult 16; mature adult 19; old 21; very old 22; ancient 24; wyrm 25; great wyrm 27 |
Treasure: | triple standard |
Alignment: | Always Chaotic Good |
Advancement: | Wyrmling 8-10 (Small) HD; very young 11-13 (medium) HD; young 14-16 (medium) HD; juvenile 17-19 (large) HD; young adult 20-22 (Huge) HD; adult 23-25 (Huge) HD; mature adult 26-28 (Huge) HD; old 29-31 (Huge) HD; very old 32-34 (Huge) HD; ancient 35-37 (Gargantuan) HD; wyrm 38-40 (Gargantuan) HD; great wyrm 41+(Colossal) HD |
Level Adjustment: | wyrmling +4, very young +5, young +6 |
Age | Size | Hit Dice (hp) | Str | Dex | Con | Int | Wis | Cha | Base Attack/ Grapple | Attack | Fort Save | Ref Save | Will Save | Breath Weapon (DC) | Frightful Presence DC |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Wyrmling | S | 8D12+6 (58) | 13 | 18 | 12 | 15 | 17 | 16 | +8/+5 | +10 | 7 | 10 | 9 | 2D6 (15) | - |
Very young | M | 11D12+22 (93) | 15 | 18 | 14 | 17 | 19 | 18 | +11/+13 | +13 | 9 | 10 | 11 | 4D6 (17) | - |
Young | M | 14D12+28 (119) | 17 | 18 | 14 | 17 | 19 | 18 | +14/+21 | +16 | 11 | 11 | 13 | 6D6 (19) | - |
Juvenile | L | 17D12+51 (161) | 19 | 18 | 16 | 19 | 21 | 20 | +17/+25 | +22 | 13 | 12 | 15 | 8D6 (21) | - |
Young adult | H | 20D12+80 (210) | 23 | 18 | 18 | 19 | 21 | 20 | +20/+34 | +24 | 16 | 13 | 17 | 10D6 (24) | 25 |
Adult | H | 23D12+115 (265) | 27 | 18 | 20 | 21 | 23 | 22 | +23/+39 | +29 | 18 | 15 | 19 | 12D6 (26) | 27 |
Mature adult | H | 26d12+130 (299) | 29 | 18 | 20 | 21 | 23 | 22 | +26/+43 | +33 | 20 | 17 | 21 | 14D6 (28) | 29 |
Old | H | 29d12+174 (363) | 31 | 18 | 22 | 25 | 27 | 26 | +29/+47 | +37 | 22 | 18 | 24 | 16D6 (31) | 33 |
Very old | H | 32D12+192 (400) | 33 | 18 | 22 | 27 | 29 | 28 | +32/+51 | +43 | 24 | 20 | 27 | 18D6 (32) | 35 |
Ancient | G | 35D12+245 (472) | 35 | 18 | 24 | 29 | 31 | 30 | +35/+59 | +43 | 26 | 20 | 29 | 20D6 (34) | 37 |
Wyrm | G | 38D12+342 (589) | 39 | 18 | 28 | 31 | 33 | 32 | +38/+64 | +48 | 28 | 22 | 31 | 22D6 (38) | 40 |
Great wyrm | C | 41d12+410 (676) | 43 | 18 | 30 | 33 | 35 | 34 | +41/+73 | +49 | 30 | 23 | 33 | 24D6 (40) | 42 |
Age | Speed | Initiative | AC | Special Abilities | Caster Level | SR |
---|---|---|---|---|---|---|
Wyrmling | 60ft fly 100ft (perfect) swim 30ft | +8 | 19 (+1 size +4 dex +4 natural), touch 15, flat-footed 15 | water breathing, immune to light, detect magic | - | - |
Very young | 60ft fly 100ft (perfect) swim 30ft | +8 | 21 (+4 dex +7 natural), touch 14, flat-footed 17 | charm monster, ghost sound, dancing lights | - | - |
Young | 60ft fly 150ft (good) swim 30ft | +8 | 24 (+4 dex +10 natural), touch 14, flat-footed 20 | entangle, glitterdust | 1st | - |
Juvenile | 60ft fly 150ft (good) swim 30ft | +8 | 26 (-1 size +4 dex +13 natural), touch 13, flat-footed 22 | invisibility | 3rd | - |
Young adult | 60ft fly 150ft (good) swim 30ft | +8 | 29 (-2 size +4 dex +16 natural), touch 12, flat-footed 24 | Damage Reduction 5/magic | 5th | 16 |
Adult | 60ft fly 150ft (good) swim 30ft | +8 | 31 (-2 size +4 dex +19 natural), touch 12, flat-footed 27 | major image, obscuring mist | 7th | 18 |
Mature adult | 60ft fly 150ft (good) swim 30ft | +8 | 34 (-2 size +4 dex +22 natural), touch 12, flat-footed 30 | Damage Reduction 10/magic | 9th | 20 |
Old | 60ft fly 150ft (good) swim 30ft | +8 | 37 (-2 size +4 dex +25 natural), touch 12, flat-footed 33 | animate objects | 11th | 21 |
Very old | 60ft fly 150ft (good) swim 30ft | +8 | 40 (-2 size +4 dex +28 natural), touch 12, flat-footed 36 | Damage Reduction 15/magic and 5/evil, mind fog | 13th | 23 |
Ancient | 60ft fly 150ft (good) swim 30ft | +8 | 41 (-4 size +4 dex +31 natural), touch 10, flat-footed 37 | project image | 15th | 24 |
Wyrm | 60ft fly 200ft (average) swim 30ft | +8 | 44 (-4 size +4 dex +34 natural), touch 10, flat-footed 40 | Damage Reduction 20/magic and 10/evil | 17th | 25 |
Great wyrm | 60ft fly 200ft (average) swim 30ft | +8 | 44 (-8 size +4 dex +37 natural), touch 6, flat-footed 39 | commune with nature | 19th | 27 |
- can also cast cleric spells and spells from the chaos, good, luck, and trickery domains as arcane spells.
Tutorial ppt. The creature before you has a tail that constantly flicks and twitches. It bears a sharp-toothed smile as it watches you carefully. It takes a deep breath before breathing a brightly colored cone over you that leaves you feeling euphoric.
2 cute widdle fairy druid dragons playing in the woods. But seriously, are you sure starting a forest fire is a good idea?
Description[edit]
Fairy Dragons have iridescent scales that alternate between reflecting the colors of the rainbow and a deep purple. Its butterfly like wings are a brilliant platinum with an almost translucent sheen. They often ally with pixies, sprites, and other fey creatures in their forest homes, as well as any creature that shows respect and/or a connection to nature. They can often be found near a dryad's tree, or a nymph's lake, as they get along very well with such creatures. They are incredibly mischievous, and love to play pranks. They take great care though, to ensure the targets of their tricks are not put in any real danger.
Combat[edit]
A Fairy Dragon would rather lead intruders away than confront them directly. If forced into combat, a fairy dragon tries to confound and bewilder opponents. They would rather embarrass an opponent and have them leave with their heads in shame. If this falls short, it summons allies and/or animates objects to assist it, using its entangle, charm, and glitterdust abilities to neutralize more dangerous foes. It will only use its more powerful abilities such as its spells, melee, and breath if its life or that of its allies are truly in mortal danger. However, Fairy Dragons despise undead with ever fiber of their being, and will without hesitation bring the full force of their powers to bear in an attempt to destroy them as fast as possible, not giving up the chase until the undead creature's final destruction.
- Breath Weapon (Su)
A Fairy Dragon has two breath weapons, a cone of light (treat as force effect), and a cone of euphoria gas. Against undead, the cone of light deals d8's instead of d6 damage, and undead vulnerable to sunlight that fail their save vs the cone of light are destroyed. Creatures caught in the cone of gas must succeed on a will save or be dazed for 1D6 rounds plus 1 round per age category of the dragon.
- Water Breathing (Ex)
A Fairy Dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
- Immune to Light (Ex)
Fairy dragons are immune to any damage dealing light effect, including the breath weapon of other Fairy Dragons, and spells of the evocation school, such as searing light or sunbeam, and any effect that causes blindness. Fairy dragons may drop or resume this immunity at will, to receive a beneficial light effect.
- Spell-Like Abilities (Sp)
![Faerie dragon d 26d 5e guide Faerie dragon d 26d 5e guide](https://assets.captivate.fm/f202646e-367b-40be-b24c-eea53456c00c/asset/18be41ec-7b96-49eb-a1ed-fbb256cf6182/9f9f6479-03e8-4206-924d-34f355319871.jpg)
![Dragon Dragon](https://image.isu.pub/160316145445-bf60af89f73e787ee74dafa75918d411/jpg/page_134.jpg)
At will:--Dancing Lights, Detect Magic, Ghost Sound; 3/day:--Charm Monster, Entangle, Glitterdust, Invisibility, Major Image, Obscuring Mist; 1/day--Animate Objects, Mind Fog, Project Image, Summon Nature's Ally IV; 1/month:--Commune with Nature. Use age category or caster level, whichever is higher as the caster level for these abilities.
Faerie Dragon Old 5e
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There’s not much reason for player characters to get in a fight with a faerie dragon, unless they’re just bad people. Faerie dragons are cute, good-natured and mostly harmless, teasing passers-by with mischievous illusions—nothing harmful or spiteful, mind you. PCs who take their pranks in good fun have nothing more to fear from them. React aggressively, though, and they’ll respond in kind.
Faerie dragons are tiny and very weak, but their Dexterity is extraordinary, their Constitution above average. They’re also clever and very charismatic. They have nothing in the way of ranged attacks, so any fighting they do has to be the hit-and-run kind.
This is facilitated by their high flying speed—60 feet per round—and their Superior Invisibility, which lets them turn invisible at will for as long as they concentrate on staying that way. This means they can freely move, attack, use objects or even cast spells without becoming visible, although they can’t cast a spell that also requires concentration.
They can communicate telepathically with other faerie dragons nearby, meaning that if you find yourself fighting more than one, you’re in for a world of misery, because they’re going to call in all their friends for backup. By the third round of a fight with two faerie dragons, you’ll be fighting five. A couple of rounds later, you’ll be fighting a dozen. Then three dozen. Does this seem like dirty pool? I don’t care, man. You attack a good creature, you reap what you sow.
The main weapon in the faerie dragon’s arsenal is Euphoria Breath, a short-range effect that works a little like a limited confusion spell: if the target blows its saving throw (which isn’t super-likely, given that the save DC is only 11), it either runs around randomly or just zones out for a round. This ability recharges, making it available roughly once every three rounds.
It’s not much of a threat--from one faerie dragon. But from three dozen, well, figure that a dozen of them have their Euphoria Breath charged up in any given round, and divide that by the number of PCs attacking them. One DC 11 Wisdom save is easy to make. Two to six in a row, less so.
And, as mentioned, faerie dragons can do this while remaining invisible. But why would they do that when they can turn visible, use their Euphoria Breath on you, then immediately turn invisible again before you can react? “All right, that’s it—I Ready an Attack action against the first one I see appear within reach!” Nice try, friendo, but faerie dragons are smart. If they see you in the Ready stance, they simply won’t attack you—or they’ll use their Euphoria Breath on you while remaining invisible.
The faerie dragon’s Bite action is pretty paltry, doing only 1 point of damage on a hit. It won’t ever use this action unless its Euphoria Breath is on cooldown. Otherwise, it uses it the same way it uses Euphoria Breath: turning visible, biting, then immediately turning invisible again; or not turning visible at all, just biting, if the enemy is ready and waiting for it to appear.
The combination of their rapid flying speed and their superior invisibility means that even a small number of faerie dragons, by zooming from target to target, can make themselves seem like a larger number of faerie dragons, and this is in fact a staple strategy of theirs. They’re not trying to kill their enemies, just harass them, maybe scare them a little, and ultimately drive them off.
They also have the ability to cast a variety of illusion spells, gaining more spells the older they get. Every faerie dragon can cast dancing lights, mage hand and minor illusion. These aren’t going to have much application in combat. Color spray, however, is a handy way to potentially blind an enemy or two for a round; other faerie dragons have advantage on their attacks against the blinded enemy or enemies. Mirror image is yet another way of making a few faerie dragons seem like many. Suggestion isn’t going to get much traction once combat breaks out. Major image is a serious, multisensory illusion that can appear as anything from a charging rhino to a howling vortex to a shrieking wraith to a pillar of flame—but it requires concentration, so a faerie dragon can’t turn invisible while casting it. (Hopefully, the illusion will serve as enough of a distraction to keep any heat off the faerie dragon that’s producing it.) Hallucinatory terrain doesn’t require concentration, and can make the ground appear to be falling away, buckling or flooding. And polymorph, which also requires concentration, can turn an opponent into a toad, a badger, a slug or—for extra delicious confusion--another faerie dragon. Nope, not another faerie dragon: polymorph can transform targets only into beasts. (Keep in mind, though, that any spell that the faerie dragon has already used before combat for its own amusement is no longer available once combat breaks out.)
Faerie dragons aren’t really into fighting for fighting’s sake, and they like being alive, so it doesn’t take much damage to drive them off: being moderately wounded (reduced to 9 hp or fewer) is enough to do the trick. But that’s just to drive off one faerie dragon, not the whole flight, which will keep gassing, nipping and deluding their assailants until their allies and their territory are safe and secure.
Next: ettins.