D20r:Shocker Lizard

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Shocker Lizard
Size/Type: Small Magical Beast (Electricity)
Hit Dice: 2d10+2 (17 hp)
Initiative: +6
Speed: 40 ft. (8 squares), climb 20 ft., swim 20 ft.
Armor Class: 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 natural)
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, electricity absorption, low-light vision
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Skills: Athletics +6, Awareness +5, Stealth +10
Feats: Improved Initiative (+4, 4 pts)
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) Favored Class: Racial HD
Racial Levels: No

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 2d6 points of electrical damage to living opponents (Reflex DC 12 half). Creatures who fail the Reflex save must make a Fortitude save or be stunned for one round. 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.

Electricity Absorption (Su)

Shocker lizards struck by an electrical effect negate the damage and gain Hit Points equal to one-half the damage that would have been dealt. They cannot gain more than their normal Hit Point total in this fashion.


Shocker lizards have a +4 racial bonus on Stealth checks due to their coloration. Shocker lizards have a +4 racial bonus on Awareness checks.

Shocker lizards use their Dexterity modifier instead of their Strength modifier for Athletics checks.

A shocker lizard has a +8 racial bonus on Athletics checks made for climbing or swimming and can always choose to take 10 on an Athletics check made for climbing or swimming, even if rushed or threatened. It can use the run action while swimming, provided it swims in a straight line.

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