Magnetic Skink
Creature 0 — animal
FlankerLANDVERTICAL
The scales of these large lizards are magnetic, drawing scraps of metal to their bodies. In addition to eating insects and other small prey, magnetic skinks also feed on small amounts of metal, so they're known to reside near settlements with access to these materials.
Source: menace-under-otari-bestiary
Perception +8; low-light-vision
Skills acrobatics +4, athletics +4 (+6 To Climb), stealth +4
Str
+2
Dex
+3
Con
+4
Int
-4
Wis
+2
Cha
-1
AC 15
Fort +8
Ref +5
Will +2
HP 10
Speed 30 feet, climb 30 feet
Offense
Melee Jaws +5, Damage 1d6 piercing
Abilities
Uncanny Climber — A magnetic skink's feet allow it to climb virtually any surface, no matter how slick or sheer. If a skink attempts an Athletics check to Climb and critically fails, it gets a failure instead.
Launch Metal — The skink repulses the metal attached to its body in all directions, dealing 2d6 bludgeoning damage (DC 15 Reflex save) to all creatures adjacent to the skink. The skink can't use Launch Metal again for 1d4 rounds.
Unsteadying Magnetism — The skink amplifies its magnetic field and tries to pull the metal away from a creature within 20 feet. If that creature is wearing metal armor or holding a metal item, they must attempt a DC 15 Fortitude save. On a failure, that creature is Off-Guard until the start of the skink's next turn.
WORKS WELL WITH
AnvilLAND / VERTICALThe Anvil holds enemies in a static position while the skink climbs to flanking elevation and debuffs their metal equipment.
SnareLAND / VERTICALThe Snare controls ground-level approaches while the skink uses climb to bypass those zones and pressure enemies from unexpected angles.
PUNISHES
✖ metal armor✖ clumping
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Magnetic Skink in the encounter builder — free, no install.
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