Kryx RPGThemesCreatures
Pseudodragon

Pseudodragon

Tiny dragon
Challenge
½

STR
−2
DEX
2
CON
1
INT
0
WIS
1
CHA
0

7
2d4+2
15
Fort
+1
Ref
+1
Will
+1
Defense note natural armor

Speed 3 m., fly 10 m.
Skills Arcana (Cha) +2 (13), Insight +1 (12), Perception +3 (14), Stealth +4 (15)
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 10, +2 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 (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will): produce flame

1 mana: [burning hands](/spells/burning-hands), fiery rebuke

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 4 (1d4 + 2) piercing damage.

Sting. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a Difficulty 11 Fortitude saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Coastal, Desert, Forest, Hill, Mountain, Urbansrd

Maneuvers

As an action while flying, you can use the Dash action. If you move at least 4 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, you don’t provoke opportunity attacks when you fly out of the creature’s reach.

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 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

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