Actions/Abilities/Traits: (OSR)
Special
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Electricity Sense Shocker lizards automatically detect any electrical discharges within 100 feet.
Special
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Shocker lizards can deliver an electrical shock to a single opponent within 5 feet.
Special
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Shock This attack deals electricity damage to living opponents (Breath save halves).
Special
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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 twice this amount of electricity damage for each lizard contributing to the shock. A Breath save (-1 for each additional lizard beyond the first) halves the damage.
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Improved Initiative
Action
Feat 2
Skill Focus (Stealth)
Action
Melee 1
bite +4 (1d4)
Special
Electricity Sense (Ex)
Shocker lizards automatically detect any electrical discharges within 100 feet.
Special
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.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Amplify Voltage
Circumstance: Trigger: A shocker lizard within 20 feet makes a shock Strike or
The shocker lizard lends some of its electrical power to the nearby lizard. This either causes the other lizard's shock Strike to lose the nonlethal trait or increases the DC of its Discharge to 20.
Ability
Discharge
(electricity) The shocker lizard releases a blast of lightning from its body. Creatures within a 10-foot emanation take 3d6 electricity damage (DC 18 basic Reflex save). The shocker lizard can't use Discharge for 1d4 rounds.
Ability
Greater Electrolocation
A shocker lizard can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute.
Ability
Shocking Burst
(electricity, evocation, primal) The shocker lizard hunkers down and begins to spark with electricity, which it releases in a 10-foot emanation that deals 3d8 electricity damage (DC 18 basic Reflex save). The shocker lizard can't use Shocking Burst again for 1 minute. Up to four shocker lizards can combine their Shocking Bursts. In this case, the lizards can delay the release of their electricity until any other shocker lizard within 30 feet completes its Shocking Burst. The combined Shocking Bursts create an emanation with the combined area from all participating shocker lizards. For each additional shocker lizard that joins the burst, the damage increases by 3d8 and the save DC increases by 1 (to a maximum of four lizards dealing 12d8 damage with a DC 21 save).
Offense
Melee
Circumstance: combat round (melee)
jaws +10 [+6/+2] (agile, finesse), Damage 1d8+3 piercing
Offense
Ranged
Circumstance: combat round (ranged)
shock +10 [+5/+0] (nonlethal, range increment 5 feet), Damage 2d6 electricity
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Immunity
electricity
Perception
greater electrolocation 20 feet
low-light vision