Magnetic Gecko
A gecko that draws loose metal to its hide settles near settlements to feed its taste for refined ore, clinging to any sheer surface.
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.
In play
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.
Level 1
Perception +10 · Senses low-light vision, greater electrolocation 20 feet · Skills Acrobatics +6, Athletics +6, Stealth +6
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +2 | +3 | +4 | -4 | +2 | -1 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 15 | +10 | +7 | +4 |
HP 20 · Immunities electricity
Speed 30 feet, climb 30 feet
Actions
- Melee Jaws [Single Action] +7, Damage 1d6+2 piercing
- Melee Tongue [Single Action] +7 (reach 10 ft, Electricity, Finesse), Damage 2d4 electricity