Keen Senses. The clockwork pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Magic Resistance. The clockwork pseudodragon has advantage on saving throws against spells and other magical effects.
Limited Telepathy. The clockwork pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Anti-magic Susceptibility. The clockwork pseudodragon is incapacitated while in the area of an [Tooltip Not Found] 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.
Lifelike. While the clockwork pseudodragon is viewed from a distance and isn't performing obviously abnormal activities, it resembles an ordinary creature. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check.
Quiet and Defensive. Clockwork pseudodragons have little interest in other creatures, and they avoid them whenever possible. If it is attacked, a clockwork pseudodragon fights back using the poisonous stinger at the tip of its tail, one jab of which can put a creature into a catatonic state that can last for hours.
Draconic Familiars. Mages often seek out clockwork pseudodragons, whose agreeable disposition, telepathic ability, and resistance to magic make them superior familiars. Clockwork pseudodragons are selective when it comes to choosing companions, but they can sometimes be won with gifts of food or treasure. When a clockwork pseudodragon finds an agreeable companion, it bonds with that person as long as it is treated fairly. A clockwork pseudodragon puts up with no ill treatment, and it abandons a manipulative or abusive companion without warning.
Language of Emotion. Clockwork pseudodragons can't speak, but they communicate using a limited form of telepathy that allows them to share basic ideas such as hunger, curiosity, or affection. When it bonds with a companion, a clockwork pseudodragon can communicate what it sees and hears even over long distances. A clockwork pseudodragon often vocalizes animal noises. A rasping purr indicates pleasure, while a hiss means unpleasant surprise. A bird-like chirping represents desire, and a growl always means anger or discontent.
Damage Immunities. The clockwork pseudodragon construct is immune to poison and psychic damage.
Condition Immunities. The clockwork pseudodragon construct is immune to the charmed, exhaustion, petrified, unconscious, frightened, and poisoned conditions.
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.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
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