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<title>Pseudodragon Familiar</title>
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<h1>Pseudodragon Familiar</h1>
<p><em>Tiny</em> <em>Dragon</em></p>
<ul>
<li><strong>Armor Class:</strong> 13</li>
<li><strong>Hit Points:</strong> 7 (2d4+2)</li>
<li><strong>Speed:</strong> walk 15 ft. fly 60 ft.</li>
<li><strong>Challenge Rating:</strong> 1/4 (50 XP)</li>
<li><strong>Source:</strong> A5e Monstrous Menagerie, page 363</li>
</ul>
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<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
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<tbody>
<tr>
<td>6 (-2)</td>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +3, stealth +4</li>
<li><strong>Senses:</strong> blindsight 10 ft., darkvision 60 ft., passive Perception 16</li>
<li><strong>Languages:</strong> understands Common and Draconic but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Limited Telepathy:</strong> The pseudodragon can magically communicate simple ideas, emotions, and images telepathically to any creature within 10 feet of it.</li>
<li><strong>Magic Resistance:</strong> The pseudodragon has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Familiar:</strong> The pseudodragon can communicate telepathically with its master while they are within 1 mile of each other. When the pseudodragon is within 10 feet of its master, its master shares its Magic Resistance trait.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Sting:</strong> 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. At the end of its next turn it repeats the saving throw. On a success the effect ends. On a failure it falls unconscious for 1 hour. If it takes damage or a creature uses an action to shake it awake it wakes up and the effect ends.</li>
<li><strong>Telepathic Static (3/Day):</strong> The pseudodragon targets one creature it can see within 10 feet forcing it to make a DC 11 Charisma saving throw. On a failure its stunned until the end of its next turn as it suffers a barrage of telepathic imagery.</li>
</ul>
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