Faerie Drake
Small • Dragon • Chaotic Good
Armor Class 13
Hit Points 18 (4d6 + 4)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (-2) | 14 (+2) | 13 (+1) | 7 (-2) | 13 (+1) | 9 (-1) |
Saving Throws Dex +4
Skills Perception +3, Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages understands Draconic, Sylvan but can't speak them
CR 1/2 (XP 100; PB +2)

Evasion. If the drake is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the drake instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.
Displacement. Attack rolls against the drake have disadvantage, since it projects an illusion that makes it appear to be near its actual location. This trait is suppressed while the drake is incapacitated.
ACTIONS
Prismatic Bite. Melee Weapon Attack: +4, reach 5 ft. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) radiant damage.
Befuddling Puff (Recharge 6). Wisdom Saving Throw: DC 11, one creature within 5 feet of the drake that it can see. Failure: The target becomes charmed for 1 minute. While charmed, the creature is incapacitated and has a speed of 0. The effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Limited Minor Illusion (2/Day). The drake cast minor illusion. It can only create simple illusions it is familiar with and roughly understands. Using this ability doesn’t end the drake’s Hide action.
BONUS ACTIONS
Magical Camouflage. The drake takes the Hide action. It has advantage on the Dexterity (Stealth) check.
Faerie Drake
Small • Dragon • Chaotic Good
Armor Class 12
Hit Points 3 (1d6)
Speed 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 12 (+1) | 11 (+0) | 6 (-2) | 11 (+0) | 8 (-1) |
Saving Throws Dex +4
Skills Perception +2, Stealth +3
Senses darkvision 60 ft., passive Perception 12
Languages understands Draconic, Sylvan but can't speak them
CR 0 (XP 10; PB +2)

Evasion. If the drake is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the drake instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.
Displacement. Attack rolls against the drake have disadvantage, since it projects an illusion that makes it appear to be near its actual location. This trait is suppressed while the drake is incapacitated.
ACTIONS
Prismatic Bite. Melee Weapon Attack: +3, reach 5 ft. Hit: 2 piercing damage.
Befuddling Puff (1/Day). Wisdom Saving Throw: DC 10, one creature within 5 feet of the drake that it can see. Failure: The target becomes charmed for 1 minute. While charmed, the creature is incapacitated and has a speed of 0. The effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Limited Minor Illusion (1/Day). The drake cast minor illusion. It can only create simple illusions it is familiar with and roughly understands. Using this ability doesn’t end the drake’s Hide action.
BONUS ACTIONS
Magical Camouflage. The drake takes the Hide action. It has advantage on the Dexterity (Stealth) check.
Faerie Drake
Small • Dragon • Chaotic Good
Armor Class 14
Hit Points 55 (10d6 + 20)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 16 (+3) | 15 (+2) | 7 (-2) | 15 (+2) | 9 (-1) |
Saving Throws Dex +4
Skills Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages understands Draconic, Sylvan but can't speak them
CR 3 (XP 700; PB +2)

Evasion. If the drake is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the drake instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.
Displacement. Attack rolls against the drake have disadvantage, since it projects an illusion that makes it appear to be near its actual location. This trait is suppressed while the drake is incapacitated.
ACTIONS
Prismatic Bite. Melee Weapon Attack: +5, reach 5 ft. Hit: 10 (2d6 + 3) piercing damage plus 13 (3d8) radiant damage.
Befuddling Puff (Recharge 5-6). Wisdom Saving Throw: DC 12, one creature within 5 feet of the drake that it can see. Failure: The target becomes charmed for 1 minute. While charmed, the creature is incapacitated and has a speed of 0. The effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Limited Minor Illusion (3/Day). The drake cast minor illusion. It can only create simple illusions it is familiar with and roughly understands. Using this ability doesn’t end the drake’s Hide action.
BONUS ACTIONS
Magical Camouflage. The drake takes the Hide action. It has advantage on the Dexterity (Stealth) check.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
