# Faerie Dragon
## Lair Actions
_Source: Fizban's Treasury of Dragons_
As they are presented in the "Monster Manual", faerie dragons don't have access to lair actions while in their lairs. At your discretion, a [green](/Rules/Source/bestiary/dragon/faerie-dragon-adult-xmm.md) or [older faerie dragon](/Rules/Source/bestiary/dragon/faerie-dragon-adult-xmm.md) can take one of the following lair actions on initiative count 20 (losing initiative ties):
- **Chaotic Aura.** The faerie dragon creates misdirecting currents of air and magic around itself. Until initiative count 20 on the next round, whenever a ranged attack roll misses the dragon, reroll the attack against a random creature within 30 feet of the dragon that doesn't have total cover against the attack.
- **Grasping Plants.** The faerie dragon causes roots and vines to temporarily grow around it; until initiative count 20 on the next round, the ground within 20 feet of the dragon is "difficult terrain".
## Regional Effects
_Source: Fizban's Treasury of Dragons_
The region containing a faerie dragon's lair can be transformed by its presence, creating one or more of the following effects:
- **Compulsory Offering.** The first time a creature comes within 1 mile of the faerie dragon's lair, the creature must succeed on a DC 15 Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. The dragon immediately senses the location of this gift. A creature can be affected only once by this compulsion.
- **Malleable Time.** Time is fluid within 1 mile of the faerie dragon's lair, flowing somewhere between half and twice its normal speed.
- **Mischief Afoot.** Sapient creatures that spend a year within 5 miles of the faerie dragon's lair feel the persistent urge to play pranks on others.
If the faerie dragon dies, these effects fade over the course of `dice:1d10|noform|noparens|avg` (`1d10`) days.