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.
Familiar. The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon’s Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.
Pack Tactics. The Pseudodragon has advantage on an attack roll against a creature if at least one of the Pseudodragons allies is within 10 feet of the creature and the ally isn't incapacitated.
Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: invisibility (self only)
Once per day: Fog cloud
Multiattack. The Pseudodragon can makes 2 attacks: one with its bite and two with any thing else
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) piercing damage.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (2d4 + 2) piercing damage, and the target must succeed on a DC 12 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.
Claw. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 15 (1d4 + 2) slashing damage.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking (2d6+3) fire damage on a failed save, or half as much damage on a successful one.
Previous Versions
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4/1/2023 9:42:30 PM
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