The Fey realm transforms everything into a more fantastical and bizarre version of what exists in the Material Plane, and the faerie drake is no exception. Influenced by dragons, drakes, and the magical essence of the fey realm itself, faerie drakes are striking creatures with manes in shades of blue, purple, gray, and white, and skin tones to match, typically with a lighter underbelly. Unlike typical drakes, they lack a tough, plated hide and instead rely on their agility and innate resistance to magic for defense.
Legend has it that an archfey created faerie drakes to combat pesky creatures like pixies and brownies that were causing her trouble. She released her drakes, and soon piles of pixies and sprites started appearing on her doorstep. Though not always dead, those that escaped shared valuable insights on how to survive encounters with faerie drakes with the best advice being to play dead if caught.
Faerie drakes are exceptional hunters. They prefer to stalk their prey quietly and patiently, often taking advantage of their excellent climbing skills to lie in wait in the canopy of trees. Their ability to teleport allows them to get to surprising places. When these creatures are spotted near communities of smaller folk, hunting parties are quickly formed to either slay the drakes or drive them away.
When faerie drakes encounter an adventuring party, they tend to target the smaller members first, occasionally seizing a gnome or halfling and fleeing with them in their jaws. Those on watch, whether they are of smaller stature themselves or are guarding similarly sized companions, must be especially vigilant when faerie drakes are near.
Faerie drakes are often kept as pets by much larger creatures, such as giants. Even beings who might normally detest having such a creature as a pet find themselves oddly fond of faerie drakes, especially when they are in their presence.
Faerie Drake
Medium Dragon, Unaligned
Armor Class 14
Hit Points 127 (17d8 + 51)
Speed 30 ft., climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 18 (+4) | 17 (+3) | 4 (-3) | 12 (+1) | 15 (+2) |
Skills Athletics +4, Perception +4, Stealth +7
Senses darkvision 60 ft., passive Perception 14
Languages understands Draconic and Sylvan but can’t speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Charming Presence. Each creature within 30 feet of the drake and aware of it must succeed on a DC 14 Wisdom saving throw or have the charmed condition for 1 minute. The charmed creature can repeat the saving throw at the end of each of its 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 drake’s Charming Presence for the next 24 hours.
Magic Resistance. The drake has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The drake makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a Small or Tiny creature, it takes an additional 10 (3d6) bludgeoning damage and has the grappled condition (escape DC 13). Until the grapple ends, the target has the restrained condition, and the drake can’t use Bite on another target.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Bonus Actions
Teleport (1/Day). The drake teleports up to 30 feet to an unoccupied space it can see.
Downloads
Further Reading
Add a faerie drake to the Fey Hollow for an extra encounter.
A fun encounter against a faerie drake could involve coming up it fighting against a small cohort of fairy knights.
Imagery created with Midjourney.