Pseudodragon (CR 1)
Alignment: Always neutral good
Initiative: +2 (Dex); Senses: blindsense 60 ft., darkvision 60 ft., low-light vision, Listen +7, and Spot +7
Languages: telepathy 60 ft.
AC: 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16
Hit Dice: 2d12+2 (15 hp)
Fort +4, Ref +5, Will +4
Speed: 15 ft., fly 60 ft. (good)
Space: 2 1/2 ft./0 ft. (5 ft. with tail)
Base Attack +2; Grapple -8
Attack: Sting +4 melee
Full Attack: Sting +4 melee and bite -1 melee
Damage: Sting 1d3 and poison, bite 1
Special Attacks/Actions: Poison
Abilities: Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Special Qualities: immunity to sleep and paralysis, SR 19
Feats: Alertness; Weapon Finesse
Skills: Diplomacy +2, Hide +20*, Listen +7, Search +6, Spot +7, and Survival +1 (+3 following tracks)
Advancement: 3-4 HD (Tiny)
Climate/Terrain: Temperate forest
Organization: Solitary, pair, or clutch (3-5)
Poison (Ex): Sting - Fortitude save (DC 12); initial damage sleep for 1 minute, secondary damage sleep for 1d3 days.
See Invisibility (Ex): Pseudodragons continuously see invisibility as the spell, with a range of 60 feet.
Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.
Skills: +2 on Listen and Spot checks
Immunities (Ex): Pseudodragons are immune to sleep and paralysis effects.
Skills: Pseudodragons have a chameleon-like ability that grants them a +4 racial bonus to Hide checks. In forests or overgrown areas, this bonus improves to +8.