Analeptic Lizard

The Griffon's Saddlebag: Book Two p. 381 (Third Party)

Size
Tiny
Type
monstrosity
Alignment
neutral
AC
12
Hit Points
16 (3d4+9)
Speed
walk 30 ft., climb 20 ft., swim 20 ft.
Skills
Stealth +4, Survival +4
Resistances
bludgeoning, piercing, and slashing damage from nonmagical attacks
Immunities
poison
Condition Immunities
poisoned
Senses
blindsight 10 ft., darkvision 60 ft.
Passive Perception
14
Challenge
1/4
Lineage
Lizard
STR
12
+1
DEX
14
+2
CON
17
+3
INT
6
−2
WIS
14
+2
CHA
10
+0

Traits

Proficiency Bonus

+2

Hold Breath

The lizard can hold its breath for 15 minutes.

Regeneration

The lizard regains 1 hit point at the start of its turn. If the lizard takes fire damage, this trait doesn't function at the start of its next turn. The lizard dies only if it starts its turn with 0 hit points and doesn't regenerate.

Spider Climb

The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Bite

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

Invigorate (1/Day)

The lizard regains all its hit points. Until the start of its next turn, the lizard has resistance to all damage and advantage on all saving throws.

recharge

1/DAY

Other data

description

Scholars hypothesize that the Analeptic Lizard initially spawned in the wake of one of the many conjuration spells devoured by Grihoo. In most respects, it's indistinguishable from the average lizard or gecko. This reptilian creature has abnormally powerful regenerative abilities and keen intelligence for its size, making it surprisingly difficult to kill. Warlocks that successfully forge or force a bond with one of these strange lizards gain a tenacious and opinionated partner in crime.