Tiny Dragon, Neutral Good
Armor Class 13 Natural armour
Hit Points 20 (4d4 + 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
Damage Resistances Damage from Spells
Senses Blindsight 10 Ft, Darkvision 60 Ft., Passive Perception 14
Languages Common, Draconic Understands Common And Draconic But Can't Speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Keen Senses. The crystal pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

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

Limited Telepathy. The crystal pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d4 + 2) piercing damage. 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

Breath Weapon. The Crystal Pseudodragon exhales wild magic in a 10-foot line that is 2 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking (1d8) lightning damage on a failed save, or half as much damage on a successful one.

Reactions

Flyby. The crystal pseudodragon doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Legendary Actions

The crystal pseudodragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The pseudodragon regains spent legendary actions at the start of its turn.

1. The crystal pseudodragon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

2. A creature that touches the crystal pseudodragon or hits it with a melee attack while within 5 feet of it takes 2d6 thunder damage.

3. The crystal pseudodragon magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the crystal pseudodragon wears or carries is invisible with it.

Dowlth392

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