Monday, January 3, 2011

General Rules: Monsters - Pseudodragon

Pseudodragon (from the Monster Manual)
Tiny Dragon

Hit Dice: 2d12+2 (15 hit points)
Initiative: +2
Speed: 15 feet, fly 60 feet (good)
Armor Class: 18 (+2 Dexterity, +2 size, +4 natural); touch 14, flat-footed 16
BAB/Grapple: +2/-8
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
Treasure: None
Alignment: Always neutral good
Advancement: 3 - 4 Hit Dice (Tiny)
Level Adjustment: +3.

Pseudodragons are tiny, playful members of the dragon family. A pseudodragon has a body about 1 foot long with a 2- foot tail. It weighs about 7 pounds.

A pseudodragon can communicate telepathically and can also vocalize animal noises, such as a rasping purr (pleasure), a hiss (unpleasant surprise), a chirp (desire), or a growl (anger).

Combat
A pseudodragon can deliver a vicious bite, but its principal weapon is its sting-equipped tail.

Blindsense (Ex): A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental cues). Opponents the pseudodragon cannot actually see still have total concealment against the pseudodragon.

Poison (Ex): Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.

Telepathy (Su): Pseudodragons can communicate telepathically with all creatures that speak a common language of the Three Worlds or the Færie Realms provided they are within 60 feet.

Skills: Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. In forests or overgrown areas, this bonus improves to +8.

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.

A pseudodragon's personality has been described as catlike. At times the creature seems arrogant, demanding and less than helpful. It is willing to serve - provided that it is well fed and groomed and receives lots of attention. The companion must pamper it and make it feel like the most important thing in his or her life. If the pseudodragon is mistreated or insulted, it will leave - or worse, play pranks when least expected. Psuedodragons particularly dislike cruelty and will not serve cruel masters.

A pseudodragon egg can fetch a price of up to 10,000 shillings and a hatchling as much as 20,000 shillings. Pseudodragons have a lifespan of 10 to 15 years. Like dragons, they are attracted to bright, shiny objects.

Pseudodragons can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must be be within one alignment step of neutral good, take the Improved Familiar feat, and be at least a 7th-level caster.

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