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Pseudodragon

Tiny Dragon, neutral good

CR 1/4

50 XP

AC: 13 (natural armor)
HP: 7 (2d4+2)
Speed: walk 15 ft. , fly 60 ft.
Skills: Perception +3, Stealth +4
Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages: understands Common and Draconic but can't speak
STR
6
-2
DEX
15
+2
CON
13
+1
INT
10
+0
WIS
12
+1
CHA
10
+0

Special Abilities

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 ft. of it that can understand a language.

Variant: Familiar

The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.

Actions

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.

Quick Reference

Challenge: CR 1/4
Type: Dragon
Size: Tiny
Alignment: neutral good
Best for party of 4 at level 1-2

Running This Encounter

Pseudodragons are skittish creatures that prefer ambush tactics from hiding spots. Use their invisibility ability strategically, revealing them only when they have advantage or when the party gets within 5 feet. These creatures rarely fight to the death, instead fleeing when reduced to 3 HP or fewer. Consider them as scouts or familiars that might alert stronger monsters to the party's presence.

Combat Tactics

A pseudodragon uses its poisonous tail as its primary weapon, attempting to strike once before retreating to a safe distance or climbing out of reach. It relies on hit-and-run tactics, using its flight to stay mobile and avoid melee attacks. If cornered, it may turn invisible and attempt to flee rather than continue fighting.

Environment & Setting

Pseudodragons thrive in forested areas, ancient ruins, or wizard towers where they can perch on high places and hide in shadows. They are often found in caverns or natural caves with plenty of alcoves for concealment.

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