Ancient Fey Dragon
Huge dragon, neutral good
- Armor Class 22 (natural armor)
- Hit Points 411 (33d12 + 198)
- Speed 50 ft., fly 90 ft.
STR DEX CON INT WIS CHA 24 (+7) 15 (+2) 23 (+6) 18 (+4) 22 (+6) 18 (+4)
- Saving Throws Dex +8, Wis +12, Cha +10
- Skills Medicine +18, Nature +11, Perception +18, Persuasion +16, Survival +18
- Damage Immunities psychic
- Condition Immunities charmed, frightened
- Senses darkvision 120 ft., passive Perception 28
- Languages Common, Draconic, Sylvan
- Challenge 18 (20,000 XP)
Careful Step. The dragon ignores difficult terrain.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
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.
Actions
Multiattack. The dragon can use its Awesome Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) psychic damage.
Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Awesome Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become charmed by the dragon for 1 minute. A creature can repeat the saving throw at the end of each of its turns , ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Awesome Presence for the next 24 hours .
Forceful Pulse (Recharge 5-6). The dragon emits a pulse of magical energy in an 80-foot sphere surrounding it. Each creature in that area must make a DC 21 Constitution saving throw, taking 49 (14d6) force damage on a failed save, or half as much damage on a successful one. Creatures that failed the saving throw are also pushed back 15 feet and are knocked prone.
Legendary Actions
The dragon 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 dragon 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.
Wing Attack. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Fey Dragon
Large dragon, neutral good
- Armor Class 19 (natural armor)
- Hit Points 199 (19d10 + 89)
- Speed 50 ft., fly 80 ft.
STR DEX CON INT WIS CHA 20 (+5) 13 (+1) 20 (+5) 15 (+2) 19 (+4) 15 (+2)
- Saving Throws Dex +5, Wis +8, Cha +6
- Skills Medicine +13, Nature +7, Perception +13
- Damage Immunities psychic
- Condition Immunities charmed, frightened
- Senses darkvision 120 ft. passive Perception 23
- Languages Common, Draconic, Sylvan
- Challenge 12 (8,400 XP)
Careful Step. The dragon ignores difficult terrain.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
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.
Actions
Multiattack. The dragon can use its Awesome Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 3 (1d6) psychic damage.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Awesome Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become charmed by the dragon for 1 minute. A creature can repeat the saving throw at the end of each of its turns , ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Awesome Presence for the next 24 hours .
Forceful Pulse (Recharge 5-6). The dragon emits a pulse of magical energy in an 60-foot sphere surrounding it. Each creature in that area must make a DC 21 Constitution saving throw, taking 35 (10d6) force damage on a failed save, or half as much damage on a successful one. Creatures that failed the saving throw are also pushed back 15 feet and are knocked prone.
Legendary Actions
The dragon 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 dragon 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.
Wing Attack. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Fey Dragon
Medium dragon, neutral good
- Armor Class 16 (natural armor)
- Hit Points 136 (16d8 + 64)
- Speed 40 ft., fly 70 ft.
STR DEX CON INT WIS CHA 17 (+3) 11 (+0) 18 (+4) 12 (+1) 16 (+3) 12 (+1)
- Saving Throws Dex +2, Wis +5, Cha +3
- Skills Medicine +7, Nature +4, Perception +7
- Damage Immunities psychic
- Senses darkvision 120 ft. passive Perception 17
- Languages Common, Draconic, Sylvan
- Challenge 6 (2,300 XP)
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 3 (1d6) psychic damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
Forceful Pulse (Recharge 5-6). The dragon emits a pulse of magical energy in an 30-foot sphere surrounding it. Each creature in that area must make a DC 17 Constitution saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful one. Creatures that failed the saving throw are also pushed back 10 feet and are knocked prone.
Fey Dragons
As the name might suggest, fey dragons make their homes in the Feywild, preferring deep forested areas and calm rivers.
Unlike the other dragons, fey dragons are covered in bright feathers and their color does not determine their personality, with each dragon having as different goals as the individual. While they are smaller than dragons of chromatic and metallic descent, their long and serpent-like bodies are still quite large, some growing up to 30 feet long. Their huge, angelic wings are rumored to be powerful enough to blow away oncoming storms and cause small tornadoes. They do not share the reptilian feet of their cousins of the material plane. Instead, they have feline-like paws with sharp, retractable claws.
Guardians of the Fae. Possibly one of the most friendly creatures you can encounter, the fey dragons consider themselves to be the peaceful guardians of the Feywild. They protect nature in all of its forms from any outside force that would do it harm, only using force when it's absolutely necessary. Many fey dragons have joined monasteries and druid circles, helping with the their missions. They often become the head of these groups in a very short time.
Formed by Nature. Fey dragons are born as chromatic or metallic dragons. At a very young age they are brought into the Feywild, where they will spend up to half a century learning from elder fey dragons, becoming more fey-like in the process. A dragon that is hatched in the Feywild, however, takes much less time to convert (usually around 5 - 10 years). Once this change is complete, their demeanor changes drastically from that of other dragons. They become more kind and caring than chromatic dragons and lose the large hoards you might find in most dragon's dens.
A Fey Dragon's Lair
A fey dragon's lair is usually found deep in the magical forests of the Feywild, shrouded in mist. They are most often found inside a giant tree that the dragon deems to be the heart of the forest.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon chooses a point within 120 feet of it, thick vines and thorny shrubs sprout from the ground in a 30-foot-radius. Any creature that enters this area must move at half movement, as if it were difficult terrain, or take 7 (2d6) piercing damage for every 10 feet of movement used in this area. This lasts until the dragon dies or it uses this lair action again.
- A thick, purple mist surrounds the dragon in a 120-foot-radius. Any creature starting its turn in this cloud must make a DC 15 Charisma saving throw or take 7 (2d6) psychic damage. The mist spreads around corners, and its area is heavily obscured, It lasts until a wind of moderate or greater speed (at least 10 miles per hour) disperses it, or the dragon uses this lair action again.
Regional Effects
The region containing a legendary fey dragon's lair is warped by the dragon's magic.
- Tiny beasts, such as rodents and birds, that are normally unable to speak gain the magical ability to speak and understand Sylvan while within 1 mile of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts.
- All small plants and mushrooms within 6 miles of the dragon's lair give off a dim, purple or blue light in a 5 foot radius and glitter in moonlight. If a creature eats these mushrooms, it must make a DC 13 Constitution saving throw or become blinded for 1 hour. During this time, the dragon can see through the eyes of the creature, as long as the affected creature is within 1 mile of the dragon's lair.
- Whenever a creature harms the land or any natural inhabitant of it within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location.
If the dragon dies, the plants and animals slowly revert to normal over the course of 1d12 days.
Credits
Art: Feathers of Blue by Isvoc
Dimlight Forest by Ferdinand Dumago Ladera
feywild - landscape for sigantium by Krzysztof Pawel Moszczynski
Created by /u/Brudduh using GM Binder, the formatting tutorial by /u/AeronDrake and Full Page Watercolor Stains by /u/flamableconcrete.