Home World News D&D Special Faerie dragon 5e stat block dnd explained with illustrations

Faerie dragon 5e stat block dnd explained with illustrations

What is Faerie Dragon 5e? (Blue)

The Faerie Dragon 5e is a tiny and naughty draconic creature recognized for its love of tricks and evil. It is minuscule. The Faerie Dragon is deemed a true dragon according to the D&D 5e canon (D&D 5e Monster Manual). In this article, we will deep dive into Faerie dragon 5e stat block.

Like several other dragons, the Faerie Dragon is often centered on a distinct set of goals and pays little heed to possible obstacles it confronts. This common character trait is especially apparent in evil-aligned dragons’ greedy and wicked actions and displayed in good-aligned dragons who can resemble self-important and held up due to the single-minded center towards their (possibly noble) goals. As a result, they might ignore or disrespect the actions and opinions of others.  

In Faerie Dragons, this self-importance shows at a micro-level. They sit upon packs of stale wafers and sparkling sugared desserts as they plan their next prank or trick on the innocent populace around them (the public may or may not be simple, but the Faerie Dragon is generally consistent in its confidence).

Faerie dragon 5e stat block dnd

Type Tiny dragon, chaotic good
Armor class 15
Hit Points 14 (4d4+4)
Speed 10 feet
Fly 60 feet
Skills Perception +3, Stealth +7, Arcana +4,
Senses  Darkvision 60 ft.
Languages Sylvan, Draconic
Challenge 2 (450 XP)

 

STR 3 (-4)
DEX 20 (+5)
CON 13 (+1)
INT 14 (+2)
WIS 12 (+1)
CHA 16 (+3)

The Faerie Dragon in 5e dnd is well suited to its tricks as it sports a series of surprisingly strong magical spells that increase in power with age. Even at their most juvenile, they can apply invisibility for unlimited periods, create tiny illusions, and move small things from a distance. At their usual venerable, they can produce hallucinatory territory or shapeshift themselves or others into creatures. A Faerie Dragon capable of transforming into a giant elk is assured of getting some attention!

How big is it?  A normal Faerie Dragon is around 2 feet long and weighs 5-10 pounds. The size is tiny, as mentioned above.

What do faerie dragons eat?

Faerie dragons feed on little prey such as insects, rodents, small birds, and amphibians. They do not eat “lovely” animals like hummingbirds, butterflies, or finch-gryphons, favoring observing and playing with these animals instead.

The Colors of Age

 A faerie dragon’s systems change color as it ages, moving through all the rainbow colors. All faerie dragons have innate spellcasting ability, earning new spells as they mature.

  1. Red – 5 years or less
  2. Orange – 6-10 years
  3. Yellow – 11-20 years
  4. Green – 21-30 years
  5. Blue – 31-40 years
  6. Indigo – 41-50 years
  7. Violet – 51 years or more

A green or more adult faerie dragon’s CR increases to 2.

Superior Invisibility. The dragon can magically turn invisible to its concentration ends as a bonus action. (as if focusing on a spell). Any equipment the dragon dresses or carries is hidden with it.

Limited Telepathy. Managing telepathy, the dragon may magically interact with any other faerie dragon inside 60 feet of it.

Magic Resistance. The faerie dragon 5e has an advantage in saving throws against spells and other magical effects.

Innate Spellcasting. The dragon’s natural spellcasting ability is Charisma (spell save DC 13). It may innately cast several spells, needing no material components. As the dragon ages and alternates color, it gains extra spells.

1/day each 

  1. color spray
  2. dancing lights
  3. mage hand
  4. major image
  5. minor illusion
  6. mirror image
  7. suggestion

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft. 

Single creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5-6). The Faerie dragon 5e breathes a puff of euphoria gas at any creature inside 5 feet of it. The target either needs to succeed on a DC 11 Wisdom saving throw or to 1 minute. The target can not take reactions. And it must roll a d6 at the origin of each of its turns to arrange its role during the turn:

1-4. The target receives no action or bonus action and employs all of its movement to move randomly.

5-6. Usually, the target does not move. The only thing it may do in turn creates a DC 11 Wisdom saving throw, ending its impact on success.

 

Most Recent