Shocker Lizard
System: Pathfinder | SRD
Shocker Lizard
CR 2
XP 600
N
Magical Beast
Small
Init +6
;
Senses darkvision 60 ft., electricity sense, low-light vision; Perception +8
Defense
AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
hp 19 (3d10+3)
Fort +4
Ref +5
Will +2
Immune electricity
Offense
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +4 (1d4)
Special Attacks shock
CMB +2
CMD 14 (18 vs. trip)
Statistics
Str 10,
Dex 15,
Con 13,
Int 2,
Wis 13,
Cha 6
Base Atk +3
Feats Improved Initiative, Skill Focus (Stealth)
Skills Climb +8, Perception +8, Stealth +17, Swim +8
Special Abilities
Electricity Sense (Ex) Shocker lizards automatically detect any electrical discharges within 100 feet.
Shock (Su) 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.
This dog-sized lizard has two horns, one on either side of its head, and green scales that crackle with sparks of lightning.