||While not true dragons, with the exception of size the pseudo-dragon does share many of the same physical features. They tend to resemble tiny red dragons, about the size of a house cat with roughly the same temperament and personality. They prefer to lair in small caves or hollow trees, and possess chameleon-like abilities to blend with their surroundings and can easily go unnoticed if desired. Pseudo-dragons are highly sought-after as familiars and their eggs can fetch as much as 500 GP each, sometimes much more as they tend to form a bond with those they first perceive at birth. Adults on the other hand, being intelligent, can be quite choosy when it comes to forming a bond, typically basing it upon the actions and personality of the individual in question. Pseudo-dragons have a life span of around 10-15 years.
Pseudo-dragons possess a limited form of magical telepathy, and it may choose to form a telepathic bond with an individual. This requires the sacrifice of 1d4 Magic Points on the part of both parties to create the bond, the Magic Points remaining unavailable to the character and pseudo-dragon while the bond remains active. A telepathic bond allows both to share what is seen and heard by the other, out to a range equal to 2x the combined Willpower of both the pseudo-dragon and companion in metres (6.5 times the combined Willpower in ft). Being magical in nature, this telepathy may be stopped by appropriate magical defences and is unaffected by those of psychic origin. In combat, pseudo-dragons can either bite or sting with their whiplike tail. This tail has a scorpion-like stinger that carries with it potent cataleptic venom.
Onset time: 1d3 Rounds
Duration: 1d6 days
Conditions: A simple cataleptic poison to render prey catatonic for long periods of time. If not resisted the venom acts as a muscle relaxant, immobilising the area struck, and soon spreading to the rest of the body. Once the victim has been rendered catatonic, only a First Aid roll at a difficulty grade of Formidable or Healing roll at standard difficulty will reveal that the subject is still alive. If the resistance roll is a Fumble, the victim will actually die at the end of the duration. In this case, a First Aid or Healing roll at the above noted difficulty grades will detect that the victim is growing worse as the end of the duration nears.
Antidote/Cure: A prophylactic brewed from local herbs is known to tribal shamans, which makes the Endurance roll to resist the venom one step easier. If this is overcome, however, the victim must still wait out the entire duration to recover. Neutralise Poison spells or potions will have their normal effect if given within 1 hour.
Magic Resistance 35%*, See Invisible (no Willpower roll required),