Magnetic Skink
Level 0Attacks
Abilities
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 and critically fails, it gets a failure instead.
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 .
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.
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.