(Generated 28 times)
Namelist None
Rank Novice
Race Dragon
Cult rank None
Notes his housecat-sized miniature dragon has fine scales, sharp horns, wicked little teeth, and a tail tipped with a barbed stinger. Pseudodragons are tiny cousins of true dragons, and are playful but shy. They often only vocalize in chirps, hisses, growls, and purrs, but can communicate telepathically with any intelligent creature. If approached peacefully and offered food, they are usually willing to share information about what they’ve seen in their territory, but threats or violence make them flee. Pseudodragons are carnivores, devouring insects, rodents, small birds, and snakes, though they sometimes eat eggs, and most also enjoy butter, cheese, and fish. They either hunt on the ground like lizards or look for prey on the wing like a raptor. As smart as a typical humanoid, they do not enjoy being treated as pets and prefer being treated as friends. They are wary of evil folk but can bond with sorcerers and wizards as familiars, and some have befriended druids and rangers or partnered with good dragons as scouts. Pseudodragons will serve as familiars if they approve of a spellcaster’s personality, but often also bond with those whose company they enjoy or who have proven themselves true friends. A pseudodragon might follow another character in this manner for days, weeks, years, or even a lifetime if the creature is treated well, provided with food, and generally well-loved. Upon reaching adulthood, a pseudodragon’s body is about 1 foot long with a 2-foot tail, and weighs about 7 pounds. A pseudodragon egg is the size of a chicken egg, but leathery and spotted brown, and a mating female lays 2–5 eggs every spring. A clutch of pseudodragons (the collective noun—not to be confused with pseudodragons from the same brood of eggs) usually consists of a mated pair and several near-adult offspring. Pseudo-Dragon Venom Application: Injected Potency: 65 Resistance: Endurance Onset time: 1 Round Duration: 10 minutes 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. Telepathic to 60 feet. 35% spell resistance
STR 1d6+4
CON 3d6+2
SIZ 1d4+1
DEX 3d6+10
INT 2d6+6
POW 3d6+2
CHA 3d6
D20Hit locationArmor
01-02 Tail 3
03-04 Right leg 3
05-06 Left leg 3
07-08 Hindquarters 3
09-10 Right Wing 3
11-12 Left Wing 3
13-14 Forequarters 3
15-16 Right Front Leg 3
17-18 Left Front Leg 3
19-20 Head 3
Movement 4m (12m Fly)
Natural armor Yes

Non-random features

Ability ***Cold-blooded*** One meal a week. Below 15C Strike Rank -6, - 1 AP per round. Below 5C catatonic.
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Diving Strike*** Increases both the Size of the attack and the creature’s Damage Modifier by one step, for this attack only. Once per round. Must be at least one full round of Movement above its target (or possibly below if submerged) in order to use the diving strike.
Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task
Ability ***Immunity to poison***
Ability ***Venomous*** Has a venomous attack. May use Inject Venom Special effect

Standard skills

Athletics STR+DEX+40 Brawn STR+SIZ+10 Endurance CON+CON+30
Evade DEX+DEX+20 Influence CHA+CHA+40 Insight INT+POW+30
Locale INT+INT+20 Perception INT+POW+30 Stealth DEX+INT+40
Willpower POW+POW+40

Custom skills

Good (Unbiased) POW+POW+30 Fly DEX+STR+60 Lore (Dragon) INT+INT+20

Combat styles

Tiny defence (Bite and Sting)STR+DEX+40

Weapon options

1-handed weapons

Amount: 2
Bite (1)
Sting (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Bite 1h-melee 1d4 S T - grip Y Y 0 0 Head
Sting 1h-melee 1d4 S M - venomous Y Y 0 0 Tail