Tiny dragon, chaotic good

Armor Class 15

Hit Points 14 (4d4+4)

Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
3 (-4) 20 (+5) 13 (+1) 14 (+2) 12 (+1) 16 (+3)

Skills Arcana +4, Perception +3, Stealth +7

Senses darkvision 60 ft.

Languages Draconic, Sylvan

Challenge 1 (200 XP)

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.

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. As the dragon ages and changes color, it gains additional spells as shown below.

1/day each: color spray, dancing lights, mage hand, minor illusion, mirror image

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 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:

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.