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
FUE
12
+1
DES
14
+2
CON
17
+3
INT
6
−2
SAB
14
+2
CAR
10
+0

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.