Pseudodragon Familiar
Tiny Dragon
Armor Class 13
Hit Points 7 (2d4+2)
Speed fly +60, walk +15
Challenge 1/4
Skills stealth +4, perception +3
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16
Languages understands Common and Draconic but can't speak
Special Abilities
Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically to any creature within 10 feet of it.
Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.
Familiar. 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.
Actions
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. 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.
Telepathic Static (3/Day). 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.
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open