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Mind-Dweller Pseudodragon (3.5e Race)

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===Racial Traits===
* {{Property Link|Racial Ability Adjustments|SRD:Charisma|+4 Charisma}}  , {{Property Link|Racial Ability Adjustments|SRD:Strength|-2 Strength}}  : Due to spending so much time listening to the thoughts of others, a Mind-Dweller Pseudodragon knows how to make themselves likeable, and are confident in their dealings with most anyone.  * [[Type:: Dragon]] : It's a smaller cousin to the Dragon. * [[Size::Tiny]]: Tiny As a tiny creature, a Mind-Dweller Pseudodragon has -4 Strength, +4 Dex, and a +2 Size mod to AC. * Mind-Dweller Pseudodragon [[SRD:Base Land Speed|Base Land speed]] is 20 feet: Fly speed is 70   Special Qualities: * Poison (Ex): Injury, Fortitude Negates. Initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus. * Blindsense (Ex): A Mind-Dweller pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.   * Telepathy (Su): A Mind-Dweller Pseudodragon can communicate telepathically with creatures that speak a language, provided they are within 100 feet. A Mind-Dweller Pseudodragon has an increased range on it's telepathy due to it's heritage.   * Darkvision 60 ft. (Ex): A Mind-Dweller Pseudodragon can see in even total darkness up to 60 feet. Does not allow sight in magical darkness. * Immunity to sleep and paralysis (Ex): Self Explanatory. Due to it's posion, a Mind-Dweller cannot be put to sleep, and Draconic heritage prevents being paralyzed.  * Low-light vision (Ex): A Mind-Dweller Pseudodragon can see twice as far as a human in dim illumination. * Spell resistance 19 (Su): Anyone wishing to affect the Mind-Dweller with a spell must make a DC 19 Caster Level Check, or the Mind-Dweller is unaffected. May be lowered as a standard action.   * [[SRD:Automatic Languages|Automatic Languages]]: A Mind-Dweller Pseudodragon begins plsy being able to read Common and Draconic. It cannot speak, but may communicate through telepathy and animal noises.  * [[SRD:Bonus Languages|Bonus Languages]]: Sylvan, Elven, Dwarven, Gnomish.  * [[SRD:Favored Class|Favored Class]]: {{Property Link|Favored Class|SRD:Sorcerer|Sorcerer}}  * [[Level Adjustment]]: +[[Level Adjustment::LA+2]]   * [[ECL|Effective Character Level]]: [[Effective Character Level::3]]
===Vital Statistics===
[[Category:User]]
[[Category:Race]]
 
Size/Type: Tiny Dragon
 
Hit Dice: 2d12+2 (15 hp)
 
Initiative: +2
 
Speed: 20 ft. (3 squares), fly 70 ft. (good)
 
Armor Class: 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16
 
Base Attack/Grapple: +2/-8
 
Attack: Sting +6 melee (1d3-2 plus poison)
 
Full Attack: Sting +6 melee (1d3-2 plus poison) and bite +1 melee (1)
 
Space/Reach: 2½ ft./0 ft. (5 ft. with tail)
 
Special Attacks: Poison
 
 
Saves: Fort +4, Ref +5, Will +4
 
Abilities: Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10
 
Skills: Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks)
 
Feats: Alertness, Mindsight
 
Environment: Temperate forests
 
Organization: Solitary, pair, or clutch (3-5)
 
Challenge Rating: 2
 
Treasure: None
 
Alignment: Always neutral good
 
Advancement: 3-4 HD (Tiny)
 
Level Adjustment: +3
 
 
 
 
 
 
 
 
A Mind-Dweller pseudodragon can communicate telepathically and can also vocalize animal noises.
 
Combat A Mind-Dweller pseudodragon can deliver a vicious bite, but its principal weapon is its sting-equipped tail.
 
 
 
 
Skills Mind-Dweller Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.
 
History:
 
A group of pseduodragons were once taken to the underdark by a mindflayer. Having to stay in their service, as pets if they could manage it, the Mind-Dweller Pseduodragons learned to hone their telepathy skills from their slimy masters. It's assumed that at some point in their history, possibly during a surface raid or when a brave adventurer rescued one of them, they were freed. They roam peacefully, not unlike any other Pseudodragons, but they have increased telepathic range and guard their "family secret" closely.

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