Magnetic Gecko
Metal objects seem to gravitate to this otherwise innocuous gecko. Its fondness for refined metals often leads the reptile to settle close to large settlements.
- AC
- 15
- HP
- 20
- Perc
- +10
- Fort
- +10
- Ref
- +7
- Will
- +4
- STR
- +2
- DEX
- +3
- CON
- +4
- INT
- -4
- WIS
- +2
- CHA
- -1
- jaws +7 1d6+2 piercing
- tongue +7 2d4 electricity reach 10 ft
- AC
- 15
- HP
- 20
- STR
- +2
- DEX
- +3
- CON
- +4
- INT
- -4
- WIS
- +2
- CHA
- -1
Metal objects seem to gravitate to this otherwise innocuous gecko. Its fondness for refined metals often leads the reptile to settle close to large settlements.
Greater Electrolocation A magnetic gecko can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute.
Uncanny Climber A magnetic gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. If a gecko attempts an Athletics check to Climb and critically fails, it gets a failure instead.
AC 15
Fort +10
Ref +7
Will +4
HP 20
Immunities
electricity
Speed 30 feet, climb 30 feet