Pseudo-dragon

No. Enc.:1 (1)
Alignment:Neutral (good)
Movement:60’ (20’)
Fly:240’ (80’)
Armor Class:2
Hit Dice:2
Attacks:1 (bite or tail)
Damage:1d3 or poison
Save:F2
Morale:7
Hoard Class:XI x 10
XP:38

These intelligent dragon-like creatures are at most 2’ long, and live in temperate climates. They frequently take residence in labyrinths, or in secluded wilderness locales. Although by nature they are rust brown in color, they have the ability to blend into their surroundings, rendering them undetectable 80% of the time. They may attack with a bite, but prefer to use their whip-like tails that attack with +4 to hit. Victims take no damage, but must save versus poison or fall into a state like feign death for 1d6 days. However, unlike the spell, victims are unaware of their surroundings. There is a 25% chance that when the duration is up the victim dies. Psuedo-dragons are able to see invisible creatures or objects. They receive +4 to all saving throws versus magic, and can confer this bonus to another creature if they are touching. Pseudo-dragons are telepathic, and are able to grant clairaudience and clairvoyance centered on themselves, to another being within 240’.

License: Advanced Edition Companion Labyrinth Lord OGL

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Alternative

Pseudo-dragons are tiny relatives of dragons or wyverns, less than 2ft long. Like wyverns, they have a tail stinger: the poison is not lethal in 75% of cases, but it induces catalepsy for 1d4 days (saving throw). When they desire, pseudo-dragons can become almost invisible (80% chance not to be seen). They are somewhat resistant to magic (25%), and this resistance extends to any human touching the creature (if the pseudo-dragon desires).

Pseudo-dragon: HD 2; AC 2[17]; Atk 1 bite (1d3), 1 tail sting (1d3 + poison); Move 6 (fly 25); Save 16; CL 5; XP 240; Special: 6 (fly 25)

License: Monster Compendium 0e OGL

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