- Faerie Dragon D 26d 5e Series
- Faerie Dragon D 26d 5e Guide
- Faerie Dragon Old 5e
- Faerie Dragon D 26d 5e Pdf
Tiny dragon, chaotic good
Due to their delicate frame and nature, Faerie Dragons are unable to wear armor and weapons are to be made especially for their small size (i.e., pixie bow). Gains 8% Magic Resistance per Level;Up to 96% MAXIMUM! Upon Character Creation, a Faerie Dragon must decide which natural “school” (cleric, druid, or wizard) their magic is based from. Faerie Dragon - Page 133; Neutral Good. Pseudodragon - Page 254. D&D Beyond DnD 5e Monsters Wiki is a FANDOM Games Community. Will and Brian are tackling two different kinds of creatures relative of dragon kind this week on The Dungeoncast! Where the traditional Wyvern is very much.
Armor Class 15
Hit Points 14 (4d4 + 4)
Speed 10 ft., fly 60 ft.
- STR 3 (-4)
- DEX 20 (+5)
- CON 13 (+1)
- INT 14 (+2)
- WIS 12 (+1)
- CHA 16 (+3)
Skills Arcana +4, Perception +3, Stealth +7
Senses darkvision 60 ft., passive Perception 13
Languages Draconic, Sylvan
Challenge 1 (200 XP) for a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon
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.
Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.
Magic Resistance. The 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). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.
Red, 1/day each: dancing lights, mage hand, minor illusion
Orange, 1/day: color spray
Yellow, 1/day: mirror image
Green, 1/day: suggestion
Blue, 1/day: major image
Indigo, 1/day: hallucinatory terrain
Violet, 1/day: polymorph
Evocation Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
Duration: Concentration, up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
Conjuration Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry more than 10 pounds.
Illusion Cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
1st-level Illusion
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
Duration: 1 round
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
Duration: 1 round
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. Magic bullet suite 11 mac torrent.
2nd-level Illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
2nd-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours
Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
If you or any of your companions damage the target, the spell ends.
3rd-level Illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
4th-level Illusion
Casting Time: 10 minutes
Range: 300 feet
Components: V, S, M (a stone, a twig, and a bit of green plant)
Duration: 24 hours
Casting Time: 10 minutes
Range: 300 feet
Components: V, S, M (a stone, a twig, and a bit of green plant)
Duration: 24 hours
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. https://link-organizer.peatix.com. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
4th-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. Free antivirus for mac os x lion 10.7.5.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
Actions
Bite.Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Euphoria Breath (Recharge 5-6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5-6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
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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.
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. Feel connect app for mac.
- 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)
Faerie Dragon D 26d 5e Series
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.
Faerie Dragon D 26d 5e Guide
- Spell-Like Abilities (Sp)
About using design review to review and markup files autocad. 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
Faerie Dragon D 26d 5e Pdf
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