3e SRD:Shocker Lizard
Shocker Lizard
Size/Type: | Small Magical Beast |
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Hit Dice: | 2d10+2 (13 hp) |
Initiative: | +2 (Dex) |
Speed: | 40 ft., climb 20 ft., swim 20 ft. |
AC: | 16 (+1 size, +2 Dex, +3 natural) |
Attacks: | Bite +3 melee |
Damage: | Bite 1d4 |
Face/Reach: | 5 ft. by 5 ft./5 ft. |
Special Attacks: | Stunning shock, lethal shock |
Special Qualities: | Electricity sense, electricity immunity |
Saves: | Fort +3, Ref +5, Will +1 |
Abilities: | Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6 |
Skills: | Climb +12, Hide +11, Jump +4, Listen +4, Spot +4 |
Feats: | |
Climate/Terrain: | Warm aquatic, marsh, and underground |
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 (Medium-size); 5-6 HD (Large) |
Combat
A shocker lizard relies on its electrical 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. Lone lizards flee once they deliver their shocks, but if others are nearby, they all home in on their comrade's discharges and administer deadly 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 subdual damage to living opponents (Reflex half DC 12).
Lethal Shock (Su): Whenever two or more shocker lizards are within 25 feet of each other, they can work together to create a lethal shock. This effect has a radius of 25 feet, centered on any one contributing lizard. The shock deals 2d8 points of damage for each lizard contributing to it (Reflex half DC 10 + number of lizards contributing).
Electricity Sense (Ex): Shocker lizards automatically detect any electrical discharges within 100 feet.
Skills: Shocker lizards receive a +4 racial bonus to Hide checks due to their coloration. They receive a +2 racial bonus to Listen and Spot checks.
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