Tiny Dragon, Neutral Good
Armor Class 15 (Studded Leather Barding)
Hit Points 25 (6d4 + 10)
Speed 15 ft., Fly 60 ft.
STR
6 (-2)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +5
Skills Acrobatics +5, Intimidation +2, Perception +3, Stealth +4
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
Languages Understands Common and Draconic but can't speak them
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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.

Improved Critical. The sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) 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.

Second Wind. The sidekick can use a bonus action on its turn to regain hit points equal to 1d10 +4. Once it uses this feature, it must finish a short or long rest before it can use it again.

Reactions

Defender. The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the sidekick, provided the sidekick can see the attacker.

Monster Tags: Sidekick

Habitat: CoastalDesertForestHillMountainUrban

Robbiegmr6

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