TRAIT: Keen Senses
The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight or hearing.
TRAIT: Magic Resistance
The pseudodragon has advantage on saving throws against spells and other magical effects.
TRAIT: Anti-magic Susceptibility.
The clockwork pseudodragon is incapacitated while in the area of an anti-magic field. If targeted by dispel magic, the clockwork pseudodragon must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
TRAIT: Clockwork Construct.
Constructs made from clockwork, and animated with magic that can resist most of its effects. Clockwork constructs tend to be hardier and stronger than their natural equivalents, but they aren't always as smart and intuitive as their living, breathing, flesh-counterparts. The cost to create a clockwork construct is equal to 1,000 × the base creature's CR gp (count creature with a CR of 0 as having a CR of 1/8 for the purposes of cost). It takes a creature proficient in tinker's tools a number of weeks (minimum one week) equal to half the total gp cost to create the clockwork construct. Repairing the clockwork construct requires a creature proficient in tinker's tools, 1 hour of work per size category (1 hour for a Tiny construct, 2 hours for a Small construct etc.), and 100 gp worth of materials, and allows the construct to regain 1d4 + the repairer's Intelligence modifier (minimum 0) hit points. A clockwork construct doesn't require air, food, drink, or sleep.
ACTION: Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
ACTION: Claw
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
ACTION: 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 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.
ACTION: Spark
Ranged "attack": +4 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 1) fire damage.
The creature can breath a small sparklike flame to light campfires, lanterns and other small flamable lightsources.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A tiny constructed pseudodragon with wings of enchanted fabric, brass plating and glass baubles for eyes.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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