Dwarf Gekko (Metal Gear Supplement)
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Dwarf Gekko[edit]
Small construct, unaligned Armor Class 15 (natural armor)
Saving Throws Dex +5 Rolling Soldier. When the dwarf gekko takes the dash action, its movement speed increases to 60 feet. Hand Feet. If the dwarf gekko is wielding more than 1 weapon, or if the weapon it is wielding lacks the light property, its movement speed is decreased to 0. Additionally, any weapons the dwarf gekko is wielding that can be reloaded as a bonus action must be reloaded as an action (included in attack). ACTIONSHandgun. Ranged Weapon Attack: +5 to hit, range 60/600 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Must be reloaded as an action after 12 shots, can be reloaded up to 1 time. Stunning Eye (1/day). One creature the dwarf gekko is grappling must attempt a Constitution saving throw. On a failure, they take 11 (3d4 + 3) lightning damage. On a success, they take half as much damage. If this reduces a creature to 0 hit points, the target drops to 1 hit point instead and falls unconscious for 1 hour.
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Designed to supplement gekko deployments with superior infiltration and reconnaissance capabilities, dwarf gekkos were introduced to the battlefield at the height of the war economy, and were still a top-secret experimental unmanned weapon at the time of SoP's fall. VariantsHumanoid Dwarf Gekko. Introduced in the second half of the 2010's, humanoid dwarf gekkos were an experimental improvement on the then-commonplace dwarf gekko, conjoining two at what would otherwise be their "gun arm" to overcome their biggest weaknesses. A humanoid dwarf gekko's movement speed increases to 30 ft., it loses its hand feet feature, and it can use its stunning eye action 2/day. |
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