Speed: 15 feet, fly 60 feet (good)
Armor Class: 18 (+2 Dexterity, +2 size, +4 natural); touch 14, flat-footed 16
Attack: Sting +4 melee (1d3-2 plus poison, piercing, 20 x2)
Full Attack: Sting +4 melee (1d3-2 plus poison, piercing, 20 x2) and bite -1 melee (1, bludgeoning, piercing, and slashing, 20 x2)Space/Reach: 2½ feet by 2½ feet/0 feet (5 feet with tail)
Special Attacks: Poison
Special Qualities: Blindsense 60 feet, darkvision 60 feet, immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 feet
Saves: Fortitude +4, Reflex +5, Will +4
Abilities: Str 6, Int 10, Wis 12, Dex 15, Con 13, Cha 10
Skills: Diplomacy +2, Hide +20 (+24 in forests or overgrown areas), Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+5 when following tracks)
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Temperate forests
Organization: Solitary, pair, or clutch (3 - 5)
Challenge Rating: 1
Alignment: Always neutral good
Advancement: 3 - 4 Hit Dice (Tiny)
Level Adjustment: +3.
A pseudodragon can deliver a vicious bite, but its principal weapon is its sting-equipped tail.
Pseudodragons as Familiars
A pseudodragon may very rarely seek humanoid companionship. It stalks a candidate silently for days, reading his or her thoughts and judging his or her deeds. If it finds the candidate promising, the pseudodragon presents itself as a potential companion and observes the other's reaction. If the candidate seems delighted and promises to take very good care of it, the pseudodragon accepts, otherwise it flies away.
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