Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Breath Weapon
(emotion, enchantment, incapacitation, mental, primal) The draxie breathes pixie dust in a 15-foot cone, with a random effect determined each time they use their Breath Weapon. Each creature in the area must succeed at a DC 17 Will save or be affected. Roll 1d4 to determine the effect. The draxie can't use Breath Weapon again for 1d4 rounds.1. The target takes the effects of the charm spell.2. The target loses its last 5 minutes of memory.3. The target takes the effects of a sleep spell.4. The target becomes stupefied 2 and slowed 1 from euphoria.
Ability
Primal Innate Spells
DC 20; 2nd faerie fire, invisibility; 1st illusory disguise (×3); Cantrips (1st) dancing lights, ghost sound, prestidigitation
Offense
Melee
Circumstance: combat round (melee)
jaws +11 [+7/+3] (agile, finesse, magical), Damage 1d8+3 bludgeoning damage
Offense
Ranged
Circumstance: combat round (ranged)
euphoric spark +7 [+2/-3] (enchantment, magical, range 20 feet), Damage 2d4+3 mental
Trait
Fey
Creatures of the First World are called the fey.
Trait
Sprite
A family of diminutive winged fey with a strong connection to primal magic.
Language
Common
Sylvan
telepathy (touch)
Perception
low-light vision
Weakness
cold iron 5