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 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. A yellow faerie dragonhas the spells listed below.
1/day each:
color spray, dancing lights, mage hand, minor illusion, mirror image
Bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., onecreature.
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.
Shapechanger.
The jackalwere can use its action to polymorph
into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its
size, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Keen Hearing and Smell.
The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics.
The jackalwere has advantage on an attack roll against a creature if at least one of the jackalwere’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Bite (Jackal or Hybrid Form Only).
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Scimitar (Human or Hybrid Form Only).
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
Sleep Gaze.
The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere’s gaze for the next 24 hours. Undead and creatures immune to being charmed aren’t affected by it.
Keen Hearing and Smell.
The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal’s allies is within 5 feet of the creature and the ally isn’t in
capacitated.
Bite.
Melee Weapon Attack:+1 to hit, reach 5 ft., one target.
Hit: 1 (1d4 – 1) piercing damage.