b'Gecko, Whisking \n'b'  Tiny   monstrosity ,  unaligned  \n'b'  Armor Class  16  Hit Points  55 (10d4 + 30)  Speed  40 ft., climb 40 ft.\n'b' STATS STR: 4 (-3) DEX:  22 (+6)  CON:  15 (+2)  INT:  3 (-4)  WIS:  15 (+2)  CHA:  24 (+7)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +9,  Cha  +10  Skills   Stealth  +9  Senses  passive  Perception  12  Languages  \xe2\x80\x93  Challenge  6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Adaptable Defenses . Each time the whisking gecko fails a saving throw, it gains 1 charge, up to a maximum of 3. It can spend 3 charges to turn a failed saving throw into a success. \n'b'  Evasion . If the whisking gecko succeeds on a  Dexterity  saving throw and would take half damage, it instead takes no damage. When the whisking gecko fails a  Dexterity  saving throw, it only takes half damage. \n'b'  Scintillating Scales . The whisking gecko\xe2\x80\x99s array of colorful scales reflects and scatters light, allowing it to appear either inviting or frightening. As a bonus action, the whisking gecko can flash its scales at a creature it can see within 30 feet. The creature must succeed on a DC 18  Wisdom  saving throw or become  charmed  or  frightened  (gecko\xe2\x80\x99s choice) of the whisking gecko until the end of the whisking gecko\xe2\x80\x99s next turn. If the whisking gecko is attached to a host, the target is  charmed  or  frightened  of the host creature as well. \n'b'  Symbiont . The whisking gecko can attach itself to any Medium or larger creature, crawling along its body with its adhesive feet. Some of the whisking gecko\xe2\x80\x99s  actions  have \xe2\x80\x9c(While Attached)\xe2\x80\x9d in their names. The whisking gecko can only use these abilities while it is attached to a host. Additionally, while on a host, the whisking gecko is hidden, requiring a successful DC 19  Wisdom  ( Perception ) check to find it before it can be attacked, and the whisking gecko is unaffected by abilities that target an area, such as  fireball , even if that area includes its host. \n'b'\n'b' ACTIONS \n'b'\n'b'  Adrenal Pheromones (While Attached) . The whisking gecko exudes powerful pheromones that excite its host. Until the start of the whisking gecko\xe2\x80\x99s next turn, the host has advantage on  attack  rolls, as well as ability checks and saving throws that use  Strength ,  Dexterity , or  Constitution . \n'b'  Dazzling Flash (1/Day) . The whisking gecko emits a flash of colorful light from its scales. All creatures within 10 feet of the whisking gecko must succeed on a DC 18  Constitution  saving throw or take 21 (6d6) radiant damage, or half as much on a success. If the whisking gecko is attached to a host, the host is not affected by this ability. After using this ability, the whisking gecko can move up to its speed without provoking opportunity attacks and then immediately take the  Hide  action. \n'b'  Lick Wounds (While Attached) . The whisking gecko licks its host\xe2\x80\x99s wounds, spreading curative saliva with natural antimagic properties. The host is cured of any poisons or diseases affecting it, and any spells of 3rd level or lower affecting the host end immediately. For higher-level spells, the whisking gecko attempts a  Charisma  ability check against a DC of 10 + the spell\xe2\x80\x99s level. On a success, that spell ends. \n'b'  Venomous Tongue .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 7 (2d6) poison damage, and the target must succeed on a DC 18  Constitution  saving throw or be  blinded  until the end of its next turn.'