Dwarf Gekko (Metal Gear Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule, and as such does not follow traditional CR.

Dwarf Gekko[edit]

Small construct, unaligned


Armor Class 15 (natural armor)
Hit Points 5 (2d6 - 2)
Speed 30 ft.


STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 8 (-1) 8 (-1) 18 (+4) 8 (-1)

Saving Throws Dex +5
Skills Acrobatics +5, Perception +6, Sleight of Hand +5, Stealth +5
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses passive Perception 16
Languages
Challenge 2 (450 XP)


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).

ACTIONS

Handgun. 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.


Dwarf-Gekkos.JPG
[Source].

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.

Variants

Humanoid 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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