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Pseudodragon

The elusive Pseudodragon dwells in the quiet places of the world, making its home in the hollows of trees and small caves. Pseudodragon's come in various shades and colours but are most commonly known to have red-brown scales, horns, and a maw filled with sharp teeth, a Pseudodragon resembles a tiny red Dragon but its disposition is playful.

 

Quiet and Defensive

 

Pseudodragons have little interest in other creatures,and they avoid them whenever possible.If it is attacked,it will fight back using the poisonous stinger at the tip of its tail,one jab of which can put a creature into a catatonic state that can last for hours.

   

Draconic Familiars

 

Mages often seek out Pseudodragons,whose agreeable disposition,telepathic ability,and resistance to magic make them superior familiars.Pseudodragons are selective when it comes to choosing companions,but they can sometimes be won over with gifts of food or treasure.When a Pseudodragon finds an agreeable companion,it bonds with that person as long as it is treated fairly.A Pseudodragon puts up with no ill treatment,and it abandons a manipulative or abusive companion without warning.

   

Language of Emotion

 

Pseudodragons can't speak,but they communicate using a limited form of telepathy that allows them to share basic ideas such as hunger,curiosity,or affection.When it bonds with a companion,a Pseudodragon can communicate what it sees and hears over long distances.

 

A Pseudodragon often vocalizes animal noises.A rasping purr indicates pleasure,while a hiss means unpleasant surprise.A bird-like chirping represents desire,and a growl always means anger or discontent.

Basic Information

Anatomy

Many varied colours but the most common look like a tiny red Dragon in appearance, but with one difference, it has a stinger at the end of its tail.

Ecology and Habitats

A Hollow tree or small cave in a secluded location

Additional Information

Domestication

Often used as a Familiar by Magic Users

Perception and Sensory Capabilities

Blindsight 10ft,Darkvision 60ft & Passive Perception 13

Civilization and Culture

Major Language Groups and Dialects

Understands But cannot speak.
A Pseudodragon by OC[art]
The Wizards Laboratory by dungeonsolvers
Genetic Ancestor(s)
Origin/Ancestry
Dragon
Body Tint, Colouring and Marking
Various Colours, but the most common having Reddish-Brown scales, resembling a tiny red dragon.


Cover image: A Pseudodragon by OC[art]

PSEUDODRAGON CR: 1/4 (50XP)

Tiny dragon, neutral good
Armor Class: 13
Hit Points: 7 (2D4+2)
Speed: 15 ft , fly: 60 ft

STR

6 -2

DEX

15 +2

CON

13 +1

INT

10 +0

WIS

12 +1

CHA

10 +0

Skills: PERCEPTION +3 & STEALTH +4.
Senses: Blindsight 10ft,Darkvision 60ft and Passive Perception 13
Languages: Understands Kelldorian (Common) & Draconic but cannot speak
Challenge Rating: 1/4 (50XP)

KEEN SENSES

THE PSEUDODRAGON HAS ADVANTAGE ON WISDOM (PERCEPTION) CHECKS THAT RELY ON SIGHT, HEARING, OR SMELL.  

MAGIC RESISTANCE

THE PSEUDODRAGON HAS ADVANTAGE ON SAVING THROWS AGAINST SPELLS AND OTHER MAGICAL EFFECTS.  

LIMITED TELEPATHY

THE PSEUDODRAGON CAN MAGICALLY COMMUNICATE SIMPLE IDEAS, EMOTIONS, AND IMAGES TELEPATHICALLY WITH ANY CREATURE WITHIN 100 FEET OF IT THAT CAN UNDERSTAND A LANGUAGE.    

VARIANT: PSEUDODRAGON FAMILIAR

SOME PSEUDODRAGONS ARE WILLING TO SERVE SPELLCASTERS AS A FAMILIAR. SUCH PSEUDODRAGONS HAVE THE FOLLOWING TRAIT.

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 MILE OF EACH OTHER. WHILE THE PSEUDODRAGON IS WITHIN 10 FEET 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 5 FT, ONE TARGET. HIT: 4 (1D4+2) PIERCING DAMAGE.  

STING:

MELEE WEAPON ATTACK: +4 TO HIT, REACH 5FT, ONE CREATURE. HIT: 4 (1D4+2) PIERCING DAMAGE, AND THE TARGET MUST SUCCEED ON A DC 11 CONSTITUTION 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.

Comments

Author's Notes

Original Article written for D&D Monster Manual 5e by Wizards of the Coast (WotC)


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