Analeptic Lizard
The Griffon's Saddlebag: Book Two p. 381 (Third Party)
- Tamaño
- Diminuto
- Tipo
- monstrosity
- Alineamiento
- neutral
- CA
- 12
- Puntos de golpe
- 16 (3d4+9)
- Velocidad
- walk 30 ft., climb 20 ft., swim 20 ft.
- Habilidades
- Stealth +4, Survival +4
- Resistencias
- bludgeoning, piercing, and slashing damage from nonmagical attacks
- Inmunidades
- poison
- Inmunidad a estados
- poisoned
- Sentidos
- blindsight 10 ft., darkvision 60 ft.
- Percepción pasiva
- 14
- Desafío
- 1/4
- Linaje
- Lizard
Rasgos
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.
Acciones
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
Otros datos
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.