Shocker Lizard CR 2
Always N Small Magical BeastInit ; Senses darkvision 60 ft., electricity sense, low-light vision; Listen +4, Spot +4
Languages —
AC 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
hp 2d10+2 (13 hp)
Fort Ref Will
Speed 40 ft. (8 squares), climb 20 ft., swim 20 ft.
Space/Reach 5 ft./5 ft.
Base Atk +2; Grp −2
Melee bite ()
Attack Options Stunning shock, lethal shock
SQ Darkvision 60 ft., electricity sense, immunity to electricity, low-light vision
Abilities Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Feats Improved Initiative
Skills Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, Swim +10
Advancement 3–4 HD (Small); 5–6 HD (Medium)
Environment Warm marshes
Organization Solitary, pair, clutch (3–5), or colony (6–11)
Treasure 1/10 coins; 50% goods; 50% items
Familiar list: Improved Familiar — Neutral, arcane caster 5th+ (also Electricity subtype masters)
Stunning Shock (Su): Once per round, deliver an electrical shock to one opponent within 5 feet dealing nonlethal damage (Reflex DC 12 half). Con-based.
Lethal Shock (Su): Two or more shocker lizards within 20 feet can create a lethal shock (20-ft. radius). electricity damage per contributing lizard (max 12d8); Reflex DC 10 + number of lizards for half.
Electricity Sense (Ex): Automatically detect electrical discharges within 100 feet.
Familiar note: A familiar is a normal animal that becomes a magical beast when bound (type changes for effects). Use master’s level for HD effects when higher; familiar has ½ master’s hp; use master’s BAB for attacks; better of familiar or master base saves. See the familiar ability table (Alertness, improved evasion, share spells, empathic link, etc.). Improved familiars of non-animal type do not change type and do not gain speak with animals of their kind.
A shocker lizard has a pale gray or blue underside, shading darker on its back, with blue-black markings. About 1 foot tall at the shoulder and 25 pounds.
Open Game Content · Monster entry · Familiars · Improved Familiar.