Otto
Waterdeep: Dungeon of the Mad Mage p. 96
- Tamaño
- Grande
- Tipo
- dragon
- Alineamiento
- caótico bueno
- CA
- 15
- Puntos de golpe
- 104 (16d10+16)
- Velocidad
- walk 10 ft., fly 60 ft.
- Habilidades
- Arcana +4, Perception +3, Stealth +7
- Sentidos
- darkvision 60 ft.
- Percepción pasiva
- 13
- Idiomas
- Draconic, Sylvan
- Desafío
- 2
- Entorno
- forest
Rasgos
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:
| Color | Age |
| Red | 5 years or less |
| Orange | 6-10 years |
| Yellow | 11-20 years |
| Green | 21-30 years |
| Blue | 31-40 years |
| Indigo | 41-50 years |
| Violet | 51 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
Acciones
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
Conjuros
color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion