5e SRD >Creatures >

Gecko, Whisking

Tiny monstrosity, unaligned

Armor Class 16
Hit Points 55 (10d4 + 30)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 22 (+6) 15 (+2) 3 (-4) 15 (+2) 24 (+7)

Saving Throws Dex +9, Cha +10
Skills Stealth +9
Senses passive Perception 12
Languages
Challenge 6 (2,300 XP)

SPECIAL TRAITS

  • Adaptable Defenses. Each time the whisking gecko fails a saving throw, it gains 1 charge, up to a maximum of 3. It can spend 3 charges to turn a failed saving throw into a success.
  • Evasion. If the whisking gecko succeeds on a Dexterity saving throw and would take half damage, it instead takes no damage. When the whisking gecko fails a Dexterity saving throw, it only takes half damage.
  • Scintillating Scales. The whisking gecko’s array of colorful scales reflects and scatters light, allowing it to appear either inviting or frightening. As a bonus action, the whisking gecko can flash its scales at a creature it can see within 30 feet. The creature must succeed on a DC 18 Wisdom saving throw or become charmed or frightened (gecko’s choice) of the whisking gecko until the end of the whisking gecko’s next turn. If the whisking gecko is attached to a host, the target is charmed or frightened of the host creature as well.
  • Symbiont. The whisking gecko can attach itself to any Medium or larger creature, crawling along its body with its adhesive feet. Some of the whisking gecko’s actions have “(While Attached)” in their names. The whisking gecko can only use these abilities while it is attached to a host. Additionally, while on a host, the whisking gecko is hidden, requiring a successful DC 19 Wisdom (Perception) check to find it before it can be attacked, and the whisking gecko is unaffected by abilities that target an area, such as fireball, even if that area includes its host.

ACTIONS

  • Adrenal Pheromones (While Attached). The whisking gecko exudes powerful pheromones that excite its host. Until the start of the whisking gecko’s next turn, the host has advantage on attack rolls, as well as ability checks and saving throws that use Strength, Dexterity, or Constitution.
  • Dazzling Flash (1/Day). The whisking gecko emits a flash of colorful \light from its scales. All creatures within 10 feet of the whisking gecko must succeed on a DC 18 Constitution saving throw or take 21 (6d6) radiant damage, or half as much on a success. If the whisking gecko is attached to a host, the host is not affected by this ability. After using this ability, the whisking gecko can move up to its speed without provoking opportunity attacks and then immediately take the Hide action.
  • Lick Wounds (While Attached). The whisking gecko licks its host’s wounds, spreading curative saliva with natural antimagic properties. The host is cured of any poisons or diseases affecting it, and any spells of 3rd level or lower affecting the host end immediately. For higher-level spells, the whisking gecko attempts a Charisma ability check against a DC of 10 + the spell’s level. On a success, that spell ends.
  • Venomous Tongue. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d6) poison damage, and the target must succeed on a DC 18 Constitution saving throw or be blinded until the end of its next turn.
Section 15: Copyright Notice

Total Party Kill Handbook - Volume 2 2019 © 2CGaming, LLC. Author Steven Gordon

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