Large Beast, Neutral
Armor Class 16
Hit Points 51 (5d12 + 20)
Speed 80 ft., Climb 80 ft., Swim 30 ft.
STR
12 (+1)
DEX
20 (+5)
CON
14 (+2)
INT
4 (-3)
WIS
16 (+3)
CHA
2 (-4)
Senses Darkvision 120, Passive Perception 16
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Superior Camouflage.  The Anglergecko can change color and temperature to match the environment, rendering the creature invisible when not moving.  When moving, the Anglergecko imposes disadvantage on Perception checks to spot it with sight, and may Hide even while being observed.

Ranged attacks against the Anglergecko are made at disadvantage when its camouflage is active, unless the creature is incapacitated.

As a non-action, the Anglergecko may choose to fully reveal itself.  Reasserting its camouflage occurs automatically as part of a Hide action.

Sticky Pads.  Numerous soft, adhesive pads cover the Anglergecko  feet.  These allow it to move on walls and ceilings as easily as floors, and give it advantage on Stealth checks to move silently.  

Craven Action.  The geckolisk may Dash, Disengage, or Hide as a bonus action.

Bioluminescent Light. the Anglergecko has a retractable lure that it can use to produce light. similar to the light cantrip.

 

Actions

Action Name. Enter the description for your action.

Action Melee Attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (3d6 + 4) piercing damage 

Acid Tongue.  Ranged Weapon Attack: +6 to hit, range 15 ft., one target.  Hit: 6 (1d4 + 4)  bludgeoning damage plus 7 (2d6) acid damage, and must make a strength saving throw (14) or be pulled 15ft toward the Anglergecko.

 

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