Geckos (5e Fallout Supplement)
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Geckos[edit]
Bearing the same name as their non-mutated ancestors, geckos are roughly a foot and a half shorter than an average human. They walk on their back legs and are extremely agressive toward any creatures they believe they have a fighting chance against. Young and adult geckos, as well as geckozillas have a light blue/gray skin. They live in immobile colonies, often preferring hills and cliff sides.
Young Gecko[edit]
Small beast, unaligned Armor Class 11 All (natural armor)
Senses passive Perception 9
Charge. If the gecko moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) melee damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be grappled. Rad Pool. Young geckos have a rad pool of 12 points. ACTIONSBite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) melee damage.
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Gecko[edit]
Medium beast, unaligned Armor Class 12 All
Skills Perception +3, Stealth +6 Pack Tactics. The gecko has advantage on an attack roll against a creature if at least one of the gecko’s allies is within 5 feet of the creature and the ally isn't incapacitated. Charge. If the gecko moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) melee damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be grappled. Rad Pool. Adult geckos have a rad pool of 24 points. ACTIONSBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) melee damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) melee damage.
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Golden Gecko[edit]
Medium beast, unaligned Armor Class 14 Ballistic, Explosive; 15 Melee; 16 Energy (natural armor)
Damage Immunities Radiation Pack Tactics. The gecko has advantage on an attack roll against a creature if at least one of the gecko’s allies is within 5 feet of the creature and the ally isn't incapacitated. Charge. If the gecko moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) melee damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be grappled. ACTIONSMultiattack. The golden geckos makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) rads. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) melee damage.
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Given enough radiation, an adult gecko can become a golden gecko, granting them a lighter pelt and enhanced strength and radiation immunity. They typically take place as alphas in gecko packs. |
Fire Gecko[edit]
Medium beast, unaligned Armor Class 14 Ballistic, Melee; 16 Energy, Explosive (natural armor)
Senses darkvision 60 ft., passive Perception 10
Pack Tactics. The gecko has advantage on an attack roll against a creature if at least one of the gecko’s allies is within 5 feet of the creature and the ally isn't incapacitated. Charge. If the gecko moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) melee damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be grappled. Rad Pool. Fire geckos have a rad pool of 25 points. ACTIONSMultiattack. The golden geckos makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) melee. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) melee damage. Fire Breath (Recharge 5-6). The gecko exhales fire in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) Burning energy damage on a failed save, or half as much damage on a successful one.
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A recessive trait among geckos, the ability to breath fire is not unheard of. While certain colonies of exclusively fire geckos exist, they are typically found mixed in with normal geckos. They will act as alphas when golden geckos are not present, but will not challenge a golden gecko’s authority. |
Green Gecko[edit]
Medium beast, unaligned Armor Class 14 Ballistic, Explosive; 15 Energy; 16 Melee (natural armor)
Senses darkvision 60 ft., passive Perception 10
Pack Tactics. The gecko has advantage on an attack roll against a creature if at least one of the gecko’s allies is within 5 feet of the creature and the ally isn't incapacitated. Charge. If the gecko moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) melee damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be grappled. Rad Pool. Green geckos have a rad pool of 28 Points. ACTIONSMultiattack. The green geckos makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) melee. On a hit, they must succeed a DC 11 Dexterity saving throw, taking 6 (1d6 + 3) Poison Energy damage on a failure, or half as much on a success. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) melee damage.
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With copious consumption of datura or other plant-based poisons, which geckos are naturally resistant to, they can develop a natural venom that stains their pelt dark green. In such ecosystems, they take the place of normal adult geckos. If they also bear the fire gene, their breath typically burns out their poison glands. A similar effect occurs when they become golden. |
Geckozilla[edit]
Gargantuan beast, unaligned Armor Class 22 All (natural armor)
Saving Throws Dex +7, Con +16, Wis +9, Cha +13 Legendary Resistance (3/Day). If the gecko fails a saving throw, it can choose to succeed instead. ACTIONSMultiattack. The gecko can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) melee damage plus 14 (4d6) poison energy damage. Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) melee damage. Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) melee damage. Frightful Presence. Each creature of the gecko’s choice that is within 120 feet of the gecko and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the gecko’s Frightful Presence for the next 24 hours. Fire Breath (Recharge 5-6). The gecko exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) energy damage on a failed save, or half as much damage on a successful one. This deals half as much to constructs and twice as much to everything else.
LEGENDARY ACTIONSThe dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The gecko makes a Wisdom (Perception) check. |
A massive fire gecko, Geckozilla is a creature only spoken of in legend. Impenetrable hide and boiling fire, he’s said to be the cause of the disappearance of multiple Brotherhood of Steel recon squads. While the rumors only ever speak of one, there’s always the possibility that somewhere, a horde of these monsters exists; waiting to conquer the world. |
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