Otto

Waterdeep: Dungeon of the Mad Mage p. 96

Size
Large
Type
dragon
Alignment
chaotic good
AC
15
Hit Points
104 (16d10+16)
Speed
walk 10 ft., fly 60 ft.
Skills
Arcana +4, Perception +3, Stealth +7
Senses
darkvision 60 ft.
Passive Perception
13
Languages
Draconic, Sylvan
Challenge
2
Environment
forest
STR
3
−4
DEX
20
+5
CON
13
+1
INT
14
+2
WIS
12
+1
CHA
16
+3

Traits

The Colors of Age

A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

Colors of Age:

ColorAge
Red5 years or less
Orange6-10 years
Yellow11-20 years
Green21-30 years
Blue31-40 years
Indigo41-50 years
Violet51 years or more

A green or older faerie dragon's CR increases to 2.

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 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). It can innately cast a number of spells, requiring no material components:

  • 1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion

Actions

Bite

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 4 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:

Euphoria Breath:

d6 | Behavior

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.

recharge

D5

Spells

color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion

Other data

description