Free interactive D&D 5e SRD stat block

Pseudodragon

Tiny Dragon, CR 1/4, AC 14, 10 HP. Neutral Good.

Tiny Dragon, Neutral Good

AC
14
Initiative
+2 (12)
HP
10 (3d4+3)
Speed
15 ft., Fly 60 ft.
ScoreModSave
STR 6 -2 -2
DEX 15 +2 +2
CON 13 +1 +1
INT 10 +0 +0
WIS 12 +1 +1
CHA 10 +0 +0
Skills
Perception +5 , Stealth +4
Senses
Blindsight 10 ft.; Darkvision 60 ft.; Passive Perception 15
Languages
Understands Common and Draconic but can't speak
CR
1/4 (XP 50; PB +2)

Traits

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

Actions

Multiattack. The pseudodragon makes two Bite attacks.

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4+2) Piercing damage.

Sting. Constitution Saving Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. Failure by 5 or More: While Poisoned, the target also has the Unconscious condition, which ends early if the target takes damage or a creature within 5 feet of it takes an action to wake it.

How to run Pseudodragon

A pseudodragon is the warlock's familiar, the wizard's perched companion, or the cat-sized scaled creature that befriended the ranger in chapter one and never left. It has Intelligence 10, understands Common and Draconic, cannot speak, and communicates by purring, chirping, and the body language of a small clever cat with wings. The bond with one specific PC is the entire scene. Treat the pseudodragon as a player-side NPC with strong opinions about anyone the party meets.

Use it for scouting and social judgment. Fly speed 60 ft., Stealth +4, and Passive Perception 15 with Blindsight 10 and Darkvision 60 mean it slips into rooms the party cannot. The Magic Resistance trait gives it Advantage against any spell or magical effect, so the enemy wizard's first Hold Person on the rogue's familiar simply does not land. The pseudodragon's better job is reading the room: it perches on a shoulder during the audience with the duke and the bonded PC asks for a vibe check after the meeting. A Passive Perception of 15 plus a draconic sense for who is interesting catches a lot of what NPCs are not saying.

Combat is where the pseudodragon should usually not be. It has 10 HP and AC 14, and one solid hit drops it. If a fight comes, open with Sting from the air at the highest-priority enemy: DC 12 Con save, 5 poison and Poisoned for an hour, and on a fail by 5 or more the target also drops Unconscious until it takes damage. That is one round of the enemy spellcaster being out of the fight. After Sting, retreat to the rafters. Multiattack with two Bite at +4 for 4 piercing each is for desperation, not strategy. The pseudodragon is a precision tool, not a frontline.

The exit is built in. Pseudodragons in the wild bond with one specific person and stay loyal for years. If the bonded PC dies, the dragon mourns and leaves. If the bonded PC turns evil enough, the dragon also leaves. Make the loyalty conditional and meaningful, and the players will feel the relationship.

Have the pseudodragon develop one specific opinion about each major NPC and signal it with one consistent behavior. A low rumble for liars. A turned back for the merchant who is hiding something. The party will start asking before every conversation.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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