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.
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.
Description
Zephyr was hatched by the groundskeeper of the Arcane Academy, Alira, a kind older woman. She raised him in secret there. One day, he was petrified (by a yet to be known creature) and Alira enlisted the help of the Adventurer's Guild. A group of brave adventurer's took the job: Thia, Alaric, and Jess. They enlisted the help of the bard DJ Elixir, and his song "The Ballad of Alaric" cured Zephyr. Upon his freedom, Zephyr rushed away from Alaric's hands and over to Thia, where she befriended it. They returned Zephyr to Alira reluctantly because the trio did not want to give Zephyr up. Then, Alira admitted that she couldn't keep Zephyr at the academy. The adventurers offered to take him and promised to take good care of him (and they aim to keep that promise).







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