Gekko (5e Creature)

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Medium humanoid, neutral evil

Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., climb 20 ft., swim 30 ft.

10 (+0) 14 (+2) 15 (+2) 12 (+1) 13 (+1) 9 (-1)

Skills Acrobatics +4, Animal Handling +3, Survival +3
Damage Immunities acid
Senses darkvision 60 ft., passive Perception 11
Languages Lizal
Challenge 1 (200 XP)

Hold Breath. The gekko can hold its breath for 30 minutes.

Standing Leap. The gekko's long jump and high jump are both up to 15 feet, with or without a running start.

Transmuted Frog. If the gekko is reduced to 0 hit points but not killed outright, it immediately and permanently transforms into a frog. Any transmutation spell which successfully transforms the gekko into a frog lasts permanently, if its duration would dictate otherwise. If the gekko is targeted by dispel magic or a similar spell, it must succeed on a Constitution saving throw against the caster's spell save DC or be transformed into a frog permanently.


Multiattack Combination. The gekko makes three unarmed strikes. If all three attacks hit one target, it can make a fourth unarmed strike against that target as a bonus action, which is treated as a critical hit without rolling the die.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Spit Acid. Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 9 (2d8) acid damage.


A gekko appears as an abnormally large, brightly-colored frog capable of standing on two legs and with cunning that slightly exceeds a typical humanoid. Like a more typical frog, it maneuvers over long distances by squatting on all fours and jumping repeatedly, but is capable of standing on two legs to use its forelegs as tools or weapons. It is even capable of unarmed hand-to-hand combat on par with a seasoned warrior.

Beast Tamers. Gekkos have little tolerance for creatures as cunning as them, and despite their intelligence they never can nor desire to fit into any kind of organized society. By contrast, they are outwardly cruel and manipulative of creatures less intelligent than them, particularly including beasts and oozes which inhabit their wetland habitats. When a gekko hunts for food or battles for territory, it will almost always hide behind a creature it has trained for battle. When a particular pet has lived up its usefulness, the gekko uncermoniously makes a meal from it and immediately hunts for a repolacement.

Mutated Frogs. Although they function as independent creatures, these cruel creatures are created primarily through evil magic. Every gekko is in fact transmuted from a more mundane frog, instilled with both intelligence and a malevolent disposition. This transformation is undone if the gekko itself is physically weakened, causing it to revert to the frog form it once took.

A gekko atop a spinning snapper.

See also[edit]

  • Snapper, a turtle-like beast which often serves as a gekko's steed
  • Mad Jelly, an acidic ooze which a particularly cunning gekko might use as living armor
  • Chu Worm, a Small humanoid insect which likewise has immunity to acid, which itself is known to rely on oozes in a similar manner

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