Tiny Dragon, Neutral Good
Armor Class 12
Hit Points 10 (2d6 + 2)
Speed 30 ft., Must stay within 30 ft of Bella or it gets scared and will have disadvantage on saving throws , Fly 30 ft. Must stay within 30 ft of Bella or it gets scared and will have disadvantage on saving throws
STR
7 (-2)
DEX
14 (+2)
CON
13 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
10 (+0)
Damage Resistances Fire
Senses Passive Perception 12
Languages Common, Draconic Understands Common and Draconic but can't speak them
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with Bella within 25 feet of it that can understand a language.

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

Eyes of a Dragon. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. Also has advantage on check for gold coins.

Actions

Tiny Glasses. The pseudodragon wears a pair of glasses bound to its head. These glasses can be used to give the pseudodragon true sight with a radius of 15 feet 3 times per day, resetting at dawn. The glasses can not be taken from the pseudodragon and will kill it if done so.

Bite of Bella's Dragon. 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.

Bonus Actions

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Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

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Lair and Lair Actions

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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.

MrTwister10000