Monsters / Shocker Lizard
Shocker Lizard
CR 2 - 600 XP - N Small Magical Beast
Stat block
AC16 (touch 13, flat-footed 14)HP19 (3d10+3)SavesFort +4, Ref +5, Will +2Meleebite +4 (1d4)Speed40 ft., climb 20 ft., swim 20 ft.AbilitiesStr 10, Dex 15, Con 13, Int 2, Wis 13, Cha 6BAB / CMB / CMD+3 / +2 / 14Sensesdarkvision 60 ft., electricity sense, low-light vision; Perception +8Environmentwarm marshes
immune electricity
Combat brain - every behavior cites its line (6 rules)
Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.
pack-hunter (from lore)
Kept in pairs or larger numbers, captive shocker lizards thrive, but their increasing electrical ability makes them more difficult to manage for keepers who aren't the...
Kept in pairs or larger numbers, captive shocker lizards thrive, but their increasing electrical ability makes them more difficult to manage for keepers who aren't the...
territorial (from lore)
Once the colony has settled on a location, the lizards become very territorial and attack anything that intrudes on them.
Once the colony has settled on a location, the lizards become very territorial and attack anything that intrudes on them.
flee-when-hurt (from lore)
A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all hone in on their comrade's discharges and attempt to administer ...
A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all hone in on their comrade's discharges and attempt to administer ...
skirmisher (from abilities)
abilities: Dex 15 over Str 10 - strike and slip away, never trade full attacks
abilities: Dex 15 over Str 10 - strike and slip away, never trade full attacks
strikes-first (from feats)
feats: Improved Initiative - it moves before you do
feats: Improved Initiative - it moves before you do
night-hunter (from senses)
senses: darkvision 60 ft., electricity sense, low-light vision; Perception +8 - hunts where prey is blind
senses: darkvision 60 ft., electricity sense, low-light vision; Perception +8 - hunts where prey is blind
On-hit riders and breath
shock
From the entry
Shocker lizards automatically detect any electrical discharges within 100 feet.
Shocker lizards can deliver an electrical shock to a single opponent within 5 feet. This attack deals 1d8 points of nonlethal electricity damage to living opponents (Reflex DC 12 half). This save DC is Constitution-based. Additionally, if two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock once every 1d4 rounds. This effect has a radius of 20 feet, centered on any one contributing lizard. All creatures within that radius take 2d8 points of lethal electricity damage for each lizard contributing to the shock, to a maximum of 12d8. A Reflex save (DC 10 + the number of lizards contributing) halves the damage.
A shocker lizard has a pale yellow underside, with bright green scales elsewhere on its 3-foot-long body, and weighs about 25 pounds. Shocker liza...