Kryx RPGThemesMonsters

Pseudodragon

Tiny dragon
Challenge
¼ (50 XP)

STR
−2
DEX
2
CON
1
INT
0
WIS
1
CHA
0

7
2d4+2
13
Fort
+1
Ref
+0
Will
+0
Defense note natural armor

Speed 4.5 m., fly 18 m.
Senses blindsight 3 m., darkvision 18 m., passive Perception 13
Skills Perception +3, Stealth +4
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 30 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 DC 12). It has 1 stamina die which is a d8, regains its stamina die when it finishes a short or long rest, and knows the following maneuvers:

1 stamina die: dive attack, spring attack

Spellcasting. The pseudodragon is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 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, and knows the following spells:

Cantrips (at will): produce flame

1 mana: burning hands, fiery rebuke

Variant: Familiar. The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1.6 kilometers of each other. While the pseudodragon is within 3 meters of its companion, the companion shares the pseudodragon’s Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 1.5 m. Hit: 4 (1d4 + 2) piercing damage.

Sting. Melee Weapon Attack: +4 to hit, reach 1.5 m., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 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