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66 lines
2.1 KiB
Markdown
66 lines
2.1 KiB
Markdown
---
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!MonsterItem
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Family: MonsterVO
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Type: dragon
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Size: Tiny
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Alignment: neutral good
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ArmorClass: 13 (natural armor)
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HitPoints: 7 (2d4 + 2)
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Speed: 15 ft., fly 60 ft.
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Strength: ' 6 (-2)'
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Dexterity: 15 (+2)
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Constitution: 13 (+1)
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Intelligence: 10 (+0)
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Wisdom: 12 (+1)
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Charisma: 10 (+0)
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Skills: Perception +3, Stealth +4
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Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 13
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Languages: understands Common and Draconic but can't speak
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Challenge: 1/4 (50 XP)
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Id: monsters_vo.md#pseudodragon
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ParentLink: monsters_vo.md#monsters-npc-and-animals
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Name: Pseudodragon
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ParentName: Monsters, NPC and Animals
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NameLevel: 1
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AltName: '[Pseudodragon](hd_monsters_pseudodragon.md)'
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Attributes: {}
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---
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> [Monsters, NPC and Animals](srd_monsters.md)
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---
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# Pseudodragon
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- CEO: [Pseudodragon](hd_monsters_pseudodragon.md)
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- Tiny dragon, neutral good
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- **Armor Class** 13 (natural armor)
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- **Hit Points** 7 (2d4 + 2)
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- **Speed** 15 ft., fly 60 ft.
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|STR|DEX|CON|INT|WIS|CHA|
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|---|---|---|---|---|---|
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| 6 (-2)|15 (+2)|13 (+1)|10 (+0)|12 (+1)|10 (+0)|
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- **Skills** Perception +3, Stealth +4
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- **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 13
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- **Languages** understands Common and Draconic but can't speak
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- **Challenge** 1/4 (50 XP)
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## Special Features
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**_Keen Senses_**. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
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**_Magic Resistance_**. The pseudodragon has advantage on saving throws against spells and other magical effects.
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**_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.
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## Actions
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**_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
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_Hit_: 4 (1d4 + 2) piercing damage.
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**_Sting_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
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_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.
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