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:
± 20 ft.
Flight:
± 50 ft. (perfect)
Swim:
± 20'
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Pathfinder 1e
Actions/Abilities/Traits: Pathfinder 1e
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.
Action
Feat 1
Improved Initiative
Action
Feat 2
Skill Focus (Stealth)
Action
Melee 1
bite +4 (1d4)
Treasure
incidental
Environments
warm marshes
Actions/Abilities/Traits: Pathfinder 1e
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