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<title>Fey Drake</title>
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<body>
<h1>Fey Drake</h1>
<p><em>Small</em> <em>Dragon</em> <em>chaotic neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (natural armor)</li>
<li><strong>Hit Points:</strong> 82 (15d6+30)</li>
<li><strong>Speed:</strong> fly 80 ft. walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 130</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>6 (-2)</td>
<td>20 (+5)</td>
<td>15 (+2)</td>
<td>15 (+2)</td>
<td>16 (+3)</td>
<td>18 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +8, Con +5, Wis +6</li>
<li><strong>Skills:</strong> arcana +5, deception +7, perception +6, stealth +8</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 16</li>
<li><strong>Languages:</strong> Common, Draconic, Sylvan, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Magic Resistance:</strong> The fey drake has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Superior Invisibility:</strong> As a bonus action, the fey drake can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it.</li>
<li><strong>Innate Spellcasting:</strong> The fey drake's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The fey drake can innately cast the following spells, requiring no material components
At will: charm person, color spray, grease
3/day each: hypnotic pattern, locate creature, suggestion
1/day each: dominate person, polymorph</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The fey drake makes three bite attacks.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour.</li>
<li><strong>Bewildering Breath (Recharge 5-6):</strong> The drake breaths a plume of purple gas in a 15-foot cone. Each creature in that area must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature can't take bonus actions or reactions, and it makes all Intelligence, Wisdom, and Charisma skill checks and saving throws with disadvantage.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/creature_codex/fey-drake.md">Markdown Format</a></p>
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