Shocker Lizard

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; racial bonuses
Feats: 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:

This little lizard is about the size of a terrier, It has a bullet-shaped head sporting a large pair of horns that sweep back from the sides like spiky ears. A similar structure appears on the tip of the tail.

The shocker lizard is a sleek reptilelike creature whose body can generate intense electrical shocks.

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.

Shocker lizards prefer warm and damp conditions, and often lurk in swamps, shaded riverbanks, and water-filled caves. They hunt fish, reptiles, and small animals, but also scavenge or take larger prey from time to time. They spend most of their time hiding and waiting for prey to happen by.

A shocker lizard is about 1 foot tall at the shoulder and weighs about 25 pounds.

Combat

Unless it is very hungry, a shocker lizard dislikes fighting creatures larger than itself and usually tries to warn off intruders by emitting a series of rapid clicks. The sound is actually a lowpower electrical discharge, and living creatures within 10 feet can feel the current tickling their skins and scalps. If the warning fails, the lizard raises its horns and tail to administer stunning shocks.

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.

Source: Monster Manual (version 3.5), page 224.