Shocker Lizard (from the
Monster Manual)
Small Magical Beast
Hit Dice: 2d10 + 2 (13 hit points)
Initiative: +6
Speed: 40 feet, climb 20 feet, swim 20 feet
Armor Class: 16 (+1 size, +2 Dexterity, +3 natural); touch 13, flat-footed 14
BAB/Grapple: +2/-2
Attack: Bite +3 melee (1d4, bludgeoning, piercing, and slashing 20 x2)
Full Attack: Bite +3 melee (1d4, bludgeoning, piercing, and slashing 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Stunning shock, lethal shock
Special Qualities: Darkvision 60 feet, electricity sense, immunity to electricity, low-light vision
Saves: Fortitude +4, Reflex +5, Will +1
Abilities: Str 10, Int 2, Wis 12, Dex 15, Con 13, Cha 6
Skills: Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, Swim +10
Feats: Improved Initiative
Environment: Warm marshes
Organization: Solitary, pair, clutch (3 - 5), or colony (6 - 11)
Challenge Rating: 2
Treasure: 1/
10 coins; ½ goods; ½ items
Alignment: Always neutral
Advancement: 3 - 4 Hit Dice (Small); 5 - 6 Hit Dice (Medium)
The shocker lizard is a sleek reptile-like creature whose body can generate intense electrical shocks.
A shocker lizard has a pale gray or blue underside, shading to a darker hue on its back. it has blue-black markings along its back and tail. They have bullet-shaped heads sporting a large pair of horns that sweep back from the sides like spiky ears with a similar structure on the tip of their tails.
Shocker lizards prefer warm and damp conditions, and often lurk in swamps, shaded riverbanks, and water-filled caves. They hunt fish, reptiles, and small animals, but also scavenge or take larger prey from time to time. They spend most of their time hiding and waiting for prey to happen by.
A shocker lizard is about 1 foot tall at the shoulder and weighs about 25 pounds.
Combat
Unless it is very hungry, a shocker lizard dislikes fighting creatures larger than itself, and usually tries to warn off intruders by emitting a series of rapid clicks. The sound is actually a low-power electrical discharge and living creatures within 10 feet can feel the current tickling their skins and scalps. If the warning fails, the lizard raises its horns and tail to administer stunning shocks.
A shocker lizard relies upon its electricity abilities in combat. A lizard tends to bit only after its shock has rendered an opponent unconscious or when the shock seems to have no effect at all. A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all home in on their comrade's discharges and attempt to administer their shocks to the foe.
Electricity Sense (Ex): Shocker lizards automatically detect any electrical discharges within 100 feet.
Lethal Shock (Su): Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + the number of lizards contributing) reduces the damage by half.
Stunning Shock (Su): Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex save DC 12 for half damage). The save DC is Constitution-based.
Skills: Shocker lizards have a +4 racial bonus on Hide checks due to their coloration. Shocker lizards have a +2 racial bonus on Listen and Spot checks.
Shocker lizards use their Dexterity modifier instead of the Strength modifier for Climbs and Jump checks.
A shocker lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check even if rushed or threatened.
A shocker lizard has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 ion a Swim check even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Shocker Lizards as Familiars
Shocker lizards can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must have the electricity subtype or make a pact with a powerful being with dominion over electricity, take the
Improved Familiar feat, and be at least a 5
th-level caster.
Home Three Worlds Monsters
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