Dingbat (D&D creatures)

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Unofficial rules compendium
Size/Type: Tiny Dragon
Hit Dice: 1d12 (6 hp)
Initiative: +7
Speed: 20 ft. (4 squares), fly 90 ft. (18 squares) (good)
Armor Class: 17 (+3 Dex, +2 Size, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +1/-11
Attack: Bite +6 melee (1d2-4) or zap +6 ranged touch (1d3)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +3
Abilities: Str 3, Dex 17, Con 10, Int 13, Wis 13, Cha 15
Skills: Hide +13, Listen +5, Move Silently +9, Perform (Dance) +6, Search +4, Spot +5, Tumble +7.
Feats: Improved Initiative, Weapon Finesse† (B)
Environment: Any tropical or temperate, usually wilderness
Organization: Adventurer (1), pair (2), flight (2-8)
Challenge Rating: 1
Advancement: By class
Treasure: Standard
Alignment: Usually chaotic good
Level Adjustment: +1

A colorful serpent with leathery wings, two dexterous claws, and a cheerful grin, this dragon is small enough to sit on a human shoulder.

Dingbats are tiny dragons of cheerful disposition. Having about the same relation to true dragons that cats have to humans, dingbats make excellent companions for a time but tend to get bored of other creatures and wander off. They are curious and like to spy on larger creatures, but bore easily if nothing interesting turns up.

Dingbats prosper in any place of great natural beauty, preferably one where outsiders pass by but only occasionally.

A dingbat is about a foot in length, with a wingspan of the same size, and weight about two pounds. Their scales and wings tend to be brightly colored; both uniform colors and patterns exist. It has twin claws that it can use like hands to manipulate things, but lacks legs.

Dingbats speak draconic and often pick up other languages from creatures they have spied upon. They rarely speak, preferring to listen and act out their desires in small skits.

Combat

Dingbats prefer to remain out of sight of combat and only fight if their chosen glade or nest is threatened. They readily submit if their lives are threatened, but just as readily break any commitment, especially one they have been forced into.

Spell-Like Abilities

Am aerie can use detect magic as a spell-like ability at will. It uses this ability as a first level sorcerer.

Breath Weapon

At will, a dingbat can breathe a small puff of elemental energy as a ranged touch attack with a range of 10 ft. Each dingbat has only one type of breath weapon, which does 1d4 acid, cold, electricity, or fire damage.

Dingbats as Familiars

A character with the Improved Familiar feat of at least 5th level and compatible alignment can gain a dingbat as a familiar.