Size:
Tiny
Type:
Animal
Form:
Temper:
neutral
# App:
1d6 + 1
Lair:
Diet:
Combat Dice:
0
Hit Points:
2 + 1d3
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
lurker
Ground:
± 40'
Climb/Arboreal:
± 15
Flight:
Swim:
± 20'
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 fist
Circumstance: Combat
1 fist
Special
Electrical Shock
Once per round, can deliver an electrical shock to a single opponent within 5 feet. This attack will stun (paralyze) the target on a failed save vs. Death Ray for a total of 2d8 rounds.
Special
Lethal Shock
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 electrical (lightning) damage for each lizard contributing to it (maximum 12d8); a successful save vs. Death Ray reduces the damage by half.
Special
Detect Electrical Discharges
Can automatically detect any electrical discharges within 100 feet. A solitary lizard almost always flees, but if other shocker lizards are nearby, it will "home in" on its comrades' discharges.
Environments
swamp
Pale gray or blue lizard that delivers electrical shocks
A Shocker Lizard has a pale gray or blue underside and a darker hue on its back. It is about 1 foot tall at the shoulder and weighs 25 pounds. This lizard is typically found in warm marshes.
Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack will stun (paralyze) the target on a failed save vs. Death Ray for a total of 2d8 rounds. 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 electrical (lightning) damage for each lizard contributing to it (maximum 12d8); a successful save vs. Death Ray reduces the damage by half.
A shocker lizard relies on its electrical abilities in combat, and tends to bite only after attempting to shock an opponent.
Shocker lizards can automatically detect any electrical discharges within 100 feet. A solitary lizard almost always flees, but if other shocker lizards are nearby, it will "home in" on its comrades' discharges.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Pathfinder 2e
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
Actions/Abilities/Traits: Pathfinder 2e
Pale gray or blue lizard that delivers electrical shocks
A Shocker Lizard has a pale gray or blue underside and a darker hue on its back. It is about 1 foot tall at the shoulder and weighs 25 pounds. This lizard is typically found in warm marshes.
Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack will stun (paralyze) the target on a failed save vs. Death Ray for a total of 2d8 rounds. 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 electrical (lightning) damage for each lizard contributing to it (maximum 12d8); a successful save vs. Death Ray reduces the damage by half.
A shocker lizard relies on its electrical abilities in combat, and tends to bite only after attempting to shock an opponent.
Shocker lizards can automatically detect any electrical discharges within 100 feet. A solitary lizard almost always flees, but if other shocker lizards are nearby, it will "home in" on its comrades' discharges.
Basic Fantasy Field Guide Omnibus