3e SRD:Shocker Lizard

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This material is published under the OGL 1.0a.

Shocker Lizard

Size/Type: Small Magical Beast
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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