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Fey Dragons

Quick Homebrew of Fey Dragons for DnD 5e
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0% found this document useful (0 votes)
69 views3 pages

Fey Dragons

Quick Homebrew of Fey Dragons for DnD 5e
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Ancient Fey Dragon Claw. Melee Weapon Attack: +13 to hit, reach 15 ft.

,
one target. Hit: 14 (2d6 + 7) slashing damage.
Huge dragon, neutral good
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one
Armor Class 22 (natural armor) target. Hit: 16 (2d8 + 7) bludgeoning damage.
Hit Points 411 (33d12 + 198) Awesome Presence. Each creature of the dragon's choice
Speed 50 ft., fly 90 ft. 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
STR DEX CON INT WIS CHA can repeat the saving throw at the end of each of its
24 (+7) 15 (+2) 23 (+6) 18 (+4) 22 (+6) 18 (+4) 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
Saving Throws Dex +8, Wis +12, Cha +10 Presence for the next 24 hours .
Skills Medicine +18, Nature +11, Perception +18,
Persuasion +16, Survival +18 Forceful Pulse (Recharge 5-6). The dragon emits a pulse
Damage Immunities psychic of magical energy in an 80-foot sphere surrounding it.
Condition Immunities charmed, frightened Each creature in that area must make a DC 21
Senses darkvision 120 ft., passive Perception 28 Constitution saving throw, taking 49 (14d6) force
Languages Common, Draconic, Sylvan damage on a failed save, or half as much damage on a
Challenge 18 (20,000 XP) successful one. Creatures that failed the saving throw
are also pushed back 15 feet and are knocked prone.
Careful Step. The dragon ignores difficult terrain.
Legendary Actions
Legendary Resistance (3/Day). If the dragon fails a saving The dragon can take 3 legendary actions, choosing from
throw, it can choose to succeed instead. the options below. Only one legendary action option
Magic Resistance. The dragon has advantage on saving can be used at a time and only at the end of another
throws against spells and other magical effects. creature's turn. The dragon regains spent legendary
actions at the start of its turn.
Superior Invisibility. As a bonus action, the dragon can
magically turn invisible until its concentration ends (as if Detect. The dragon makes a Wisdom (Perception)
concentrating on a spell). Any equipment the dragon check.
wears or carries is invisible with it. Tail Attack. The dragon makes a tail attack.
Actions Wing Attack. The dragon beats its wings. Each creature
Multiattack. The dragon can use its Awesome Presence. within 15 feet of the dragon must succeed on a DC 22
It then makes three attacks: one with its bite and two Dexterity saving throw or take 14 (2d6 + 7)
with its claws. bludgeoning damage and be knocked prone. The dragon
can then fly up to half its flying speed.
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one
target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6)
psychic damage.

1
Adult Fey Dragon Claw. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 12 (2d6 + 5) slashing damage.
Large dragon, neutral good
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
Armor Class 19 (natural armor) target. Hit: 14 (2d8 + 5) bludgeoning damage.
Hit Points 199 (19d10 + 89) Awesome Presence. Each creature of the dragon's choice
Speed 50 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA can repeat the saving throw at the end of each of its
20 (+5) 13 (+1) 20 (+5) 15 (+2) 19 (+4) 15 (+2) 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
Saving Throws Dex +5, Wis +8, Cha +6 Presence for the next 24 hours .
Skills Medicine +13, Nature +7, Perception +13
Damage Immunities psychic Forceful Pulse (Recharge 5-6). The dragon emits a pulse
Condition Immunities charmed, frightened of magical energy in an 60-foot sphere surrounding it.
Senses darkvision 120 ft. passive Perception 23 Each creature in that area must make a DC 21
Languages Common, Draconic, Sylvan Constitution saving throw, taking 35 (10d6) force
Challenge 12 (8,400 XP) damage on a failed save, or half as much damage on a
successful one. Creatures that failed the saving throw
Careful Step. The dragon ignores difficult terrain. are also pushed back 15 feet and are knocked prone.

Legendary Resistance (3/Day). If the dragon fails a saving Legendary Actions


throw, it can choose to succeed instead. The dragon can take 3 legendary actions, choosing from
Magic Resistance. The dragon has advantage on saving the options below. Only one legendary action option
throws against spells and other magical effects. can be used at a time and only at the end of another
creature's turn. The dragon regains spent legendary
Superior Invisibility. As a bonus action, the dragon can actions at the start of its turn.
magically turn invisible until its concentration ends (as if
concentrating on a spell). Any equipment the dragon Detect. The dragon makes a Wisdom (Perception)
wears or carries is invisible with it. check.

Actions Tail Attack. The dragon makes a tail attack.

Multiattack. The dragon can use its Awesome Presence. Wing Attack. The dragon beats its wings. Each creature
It then makes three attacks: one with its bite and two within 15 feet of the dragon must succeed on a DC 22
with its claws. Dexterity saving throw or take 12 (2d6 + 5)
bludgeoning damage and be knocked prone. The dragon
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one can then fly up to half its flying speed.
target. Hit: 16 (2d10 + 5) piercing damage plus 3 (1d6)
psychic damage.

Young Fey Dragon Magic Resistance. The dragon has advantage on saving
throws against spells and other magical effects.
Medium dragon, neutral good
Actions
Armor Class 16 (natural armor)
Hit Points 136 (16d8 + 64) Multiattack. The dragon makes three attacks: one with its
Speed 40 ft., fly 70 ft. 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)
STR DEX CON INT WIS CHA
psychic damage.
17 (+3) 11 (+0) 18 (+4) 12 (+1) 16 (+3) 12 (+1) Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) slashing damage.
Saving Throws Dex +2, Wis +5, Cha +3
Skills Medicine +7, Nature +4, Perception +7 Forceful Pulse (Recharge 5-6). The dragon emits a pulse
Damage Immunities psychic of magical energy in an 30-foot sphere surrounding it.
Senses darkvision 120 ft. passive Perception 17 Each creature in that area must make a DC 17
Languages Common, Draconic, Sylvan Constitution saving throw, taking 21 (6d6) force
Challenge 6 (2,300 XP) 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.

2
Lair Actions
Fey Dragons On initiative count 20 (losing initiative ties), the dragon takes a
As the name might suggest, fey dragons make their homes in lair action to cause one of the following effects:
the Feywild, preferring deep forested areas and calm rivers. The dragon chooses a point within 120 feet of it, thick
Unlike the other dragons, fey dragons are covered in bright vines and thorny shrubs sprout from the ground in a 30-
feathers and their color does not determine their personality, foot-radius. Any creature that enters this area must move
with each dragon having as different goals as the individual. at half movement, as if it were difficult terrain, or take 7
While they are smaller than dragons of chromatic and (2d6) piercing damage for every 10 feet of movement used
metallic descent, their long and serpent-like bodies are still in this area. This lasts until the dragon dies or it uses this
quite large, some growing up to 30 feet long. Their huge, lair action again.
angelic wings are rumored to be powerful enough to blow A thick, purple mist surrounds the dragon in a 120-foot-
away oncoming storms and cause small tornadoes. They do radius. Any creature starting its turn in this cloud must
not share the reptilian feet of their cousins of the material make a DC 15 Charisma saving throw or take 7 (2d6)
plane. Instead, they have feline-like paws with sharp, psychic damage. The mist spreads around corners, and its
retractable claws. area is heavily obscured, It lasts until a wind of moderate
Guardians of the Fae. Possibly one of the most friendly or greater speed (at least 10 miles per hour) disperses it,
creatures you can encounter, the fey dragons consider or the dragon uses this lair action again.
themselves to be the peaceful guardians of the Feywild. They
protect nature in all of its forms from any outside force that Regional Effects
would do it harm, only using force when it's absolutely The region containing a legendary fey dragon's lair is warped
necessary. Many fey dragons have joined monasteries and by the dragon's magic.
druid circles, helping with the their missions. They often
become the head of these groups in a very short time. Tiny beasts, such as rodents and birds, that are normally
Formed by Nature. Fey dragons are born as chromatic or unable to speak gain the magical ability to speak and
metallic dragons. At a very young age they are brought into the understand Sylvan while within 1 mile of the dragon's lair.
Feywild, where they will spend up to half a century learning These creatures speak well of the dragon, but can't divulge
from elder fey dragons, becoming more fey-like in the process. its whereabouts.
A dragon that is hatched in the Feywild, however, takes much All small plants and mushrooms within 6 miles of the
less time to convert (usually around 5 - 10 years). Once this dragon's lair give off a dim, purple or blue light in a 5 foot
change is complete, their demeanor changes drastically from radius and glitter in moonlight. If a creature eats these
that of other dragons. They become more kind and caring mushrooms, it must make a DC 13 Constitution saving
than chromatic dragons and lose the large hoards you might throw or become blinded for 1 hour. During this time, the
find in most dragon's dens. dragon can see through the eyes of the creature, as long as
the affected creature is within 1 mile of the dragon's lair.
A Fey Dragon's Lair Whenever a creature harms the land or any natural
A fey dragon's lair is usually found deep in the magical forests inhabitant of it within 1 mile of the dragon's lair, the dragon
of the Feywild, shrouded in mist. They are most often found becomes aware of the creature's presence and location.
inside a giant tree that the dragon deems to be the heart of the If the dragon dies, the plants and animals slowly revert to
forest. 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.

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