Pseudodragon

Pseudodragon

Tiny dragon
Challenge

STR
−2
DEX
2
CON
1
INT
0
WIS
1
CHA
2

10
3d4+3
15
Fort
+1
Ref
+1
Will
+2
Defense note natural armor

Speed 3 m., fly 10 m.
Skills Arcana (cha) +3 (14), Perception +2 (13), Stealth +3 (14)
Senses blindsight 2 m., darkvision 10 m.
Languages understands Common and Draconic but can’t speak

Keen Senses. The pseudodragon has advantage on Perception checks that rely on sight, hearing, or smell.

Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 20 meters of it that can understand a language.

Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.

Maneuvers. The pseudodragon uses maneuvers (maneuver save Difficulty 12). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:

1 stamina die: dive attack, spring attack

Spellcasting. The pseudodragon uses Arcana (cha) to cast spells (spell save Difficulty 12, +3 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

1 mana: burning hands, fiery rebuke

Actions (1)

Bite. Melee Weapon Attack: −1 to hit. Hit: 1 piercing damage.

Sting. Melee Weapon Attack: −1 to hit. Hit: 1 piercing damage.

Coastal, Desert, Forest, Hill, Mountain, Urbansrd

Maneuvers

As an action while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

Spells

As an action, you hold your hands with thumbs touching and fingers spread as a thin sheet of flames shoots forth from your outstretched fingertips. The fire ignites any flammable objects in the area that aren’t being worn or carried. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 2d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 and the burning level by 1 for each additional mana expended.

As a reaction, which you use when you are hit by an attack or missed by 4 or less, wispy flames wreath your body, shedding bright light in a 2-meter radius and dim light for an additional 2 meters. If the creature who damaged you is within 10 meters, it must make a Fortitude saving throw.

On a failure, it takes 2d8 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d8 and the burning level by 2 for each additional mana expended.