17 (natural armor)
82 (15d6+30)
walk 20 ft., fly 80 ft.
Dex +8, Con +5, Wis +6
Arcana +5, Deception +7, Perception +6, Stealth +8
darkvision 120 ft.
Common, Draconic, Sylvan, telepathy 120 ft.
6
The fey drake has advantage on saving throws against spells and other magical effects.
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.
The fey drake's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It 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
The fey drake makes three bite attacks.
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.
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.