|
Small Magical Beast |
Hit Dice:
|
2d10+2 (13 hp) |
Initiative:
|
+6 |
Speed:
|
40 ft. (8 squares), climb 20 ft., swim 20 ft. |
Armor Class:
|
16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14 |
Base Attack/Grapple:
|
+2/-2 |
Attack:
|
Bite +3 melee (1d4) |
Full Attack:
|
Bite +3 melee (1d4) |
Space/Reach:
|
5 ft./5 ft. |
Special Attacks:
|
Stunning shock, lethal shock |
Special Qualities:
|
Darkvision 60 ft., electricity sense, immunity to electricity, low-light vision |
Saves:
|
Fort +4, Ref +5, Will +1 |
Abilities:
|
Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6 |
Skills:
|
Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, Swim +10 |
Feats:
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Improved Initiative
|
Environment:
|
Warm marshes |
Organization:
|
Solitary, pair, clutch (3-5), or colony (6-11) |
Challenge Rating:
|
2 |
Treasure:
|
1/10 coins; 50% goods; 50% items |
Alignment:
|
Always neutral |
Advancement:
|
3-4 HD (Small); 5-6 HD (Medium) |
Level Adjustment:
|
- |
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. A shocker
lizard is about 1 foot tall at the shoulder and weighs about 25 pounds.
A shocker
lizard relies on its electricity abilities in
combat. A
lizard tends to bite 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.
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 DC 12 half ). The save DC is Constitution-based.
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 + number of lizards contributing) reduces the
damage by half.
Electricity Sense (Ex): Shocker lizards automatically detect any electrical discharges within 100 feet.
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 their Strength modifier for
Climb 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 some special action or avoid a hazard. It can always choose to take 10 on a
Swim check, even if distracted or endangered. It can use the
run action while swimming, provided it swims in a straight line.
Find topic in: Characters, Epic |
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