| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +5 |
| DEX | 16 | +3 | +6 |
| CON | 14 | +2 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 6 | −2 | −2 |
Immutable Form. The dragon is immune to any spell or effect that would alter its form.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Unusual Nature. The dragon doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. It can only be healed by using mending and it is healed at a rate of 1d6 HP per cast. If it were to drop to 0 hit points, the Pseudodragon becomes inactive and inert. It can only resume activity if it is brought to half health or greater.
Multiattack. The pseudodragon makes one Claw and one Tail Blade attack. It can replace both attacks and instead use its Radiant Beam.
Claws. Melee Attack Roll: +6 to hit, reach 5ft., one target. Hit: 1d6+3 Slashing damage.
Tail Blade. Melee Attack Roll: +5 to hit, reach 5ft., one target. Hit: 1d8+2 Slashing damage.
Radiant Beam (Recharge 5–6). The pseudodragon blasts a small ray of radiant energy in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking (3d8) radiant damage on a failed save, or half as much damage on a successful one.
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