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Breadcrumb

Pseudodragon Familiar

Challenge
str
6
dex
14
con
12
int
10
wis
12
cha
10

AC 13 (natural armor)

HP 7 (2d4 + 2; bloodied 3)

Speed 15 ft., fly 60 ft.


Proficiency +2; Maneuver DC 12

Skills Perception +3 (+1d6), Stealth +4 (+1d6)

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16

Languages understands Common and Draconic but can’t speak


Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically to any creature within 10 feet of it.

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

Familiar. The pseudodragon can communicate telepathically with its master while they are within 1 mile of each other. When the pseudodragon is within 10 feet of its master, its master shares its Magic Resistance trait.


ACTIONS

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned . At the end of its next turn, it repeats the saving throw. On a success, the effect ends. On a failure, it falls unconscious for 1 hour. If it takes damage, or a creature uses an action to shake it awake, it wakes up, and the effect ends.

Telepathic Static (3/Day). The pseudodragon targets one creature it can see within 10 feet, forcing it to make a DC 11 Charisma saving throw . On a failure, it’s stunned until the end of its next turn as it suffers a barrage of telepathic imagery.
 

Combat

When alone, the pseudodragon uses Telepathic Static and then flees, stinging only if cornered. When fighting alongside allies, the pseudodragon uses Telepathic Static and its sting on an enemy that is engaged in melee with an ally.


Names

Acorn, Glitterling, Havoc, Lithilis, Terrorwing, Windsong


Legends and Lore

With an Arcana or Culture check, characters can learn the following:

DC 10 Pseudodragons are much smaller than actual dragons and have poisonous stingers on their tails. They make excellent companions and familiars.

DC 15 Though they can’t speak, pseudodragons are intelligent and can communicate their emotions via a form of telepathy.

DC 20 When angered or frightened, pseudodragons stun their foes with a barrage of telepathic images.

Description

If a pseudodragon grows particularly fond of a spellcaster, it may choose to serve that creature as a familiar. When serving as a familiar, the pseudodragon constantly encourages its master to indulge curiosities, sometimes underestimating danger in the process. If its master becomes stagnant or boring, the pseudodragon is likely to leave temporarily or end its service entirely.

Behavior

1 Hisses at those who approach

2 Watching from hiding, judging travelers’ worthiness and potential amusement value

3 Hunting small birds or rodents

4 Sleeping

Signs

1 A pseudodragon foe, such as a goblin or wolf, asleep

2 DC 14 Perception check: tiny lizard-like footprints

3 DC 14 Perception check: a miniscule glittering scale

4 DC 14 Perception check: a high-pitched roar or hiss

Encounters

Pseudodragons are most often seen in fashionable neighborhoods and arcane colleges. In the wild, they’re found in the same habitats as the dragons they resemble.

CR 0–2 pseudodragon ; pseudodragon with 1 or 2 pixies ; pseudodragon with 1d4 flying snakes

Treasure 3 quartz gemstones (10 gp each), bag of beans

Monster Type Description

Dragons include red and gold dragons, which are huge reptilian fire-breathers that number among the world’s most dangerous monsters. This type includes white dragons , which breathe killing frost, as well as smaller reptilian creatures related to true dragons, such as pseudodragons