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Shocker LizardCreature 2


NSmallAnimal
Source Pathfinder Bestiary 2
Perception +7 (low-light vision, greater electrolocation 20 feet)
Languages none
Skills Acrobatics +8, Athletics +5, Stealth +8
Str +1, Dex +4, Con +3, Int -4, Wis +3, Cha +0

AC 18; Fort +7; Reflex +10; Will +7;
HP 32
Speed 35 feet (climb 15 feet, swim 15 feet)
Immunities electricity

Jaws One Action +10 (+6, +2) to hit (agile, finesse) 1d8+3 Piercing
Shock One Action +10 (+5, +0) to hit (nonlethal, range increment 5) 2d6 Electricity

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Greater Electrolocation (electricity)

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.

Amplify Voltage Reaction (nonlethal)

Trigger A shocker lizard within 20 feet makes a shock Strike or uses Discharge


Effect 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.

Discharge Two Actions (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.

Shocking Burst Three Actions (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).


These brightly colored reptiles share the rough size and pack mentality of guard dogs, roaming in small groups. Shocker lizards have specialized glands under their scales that accumulate static electricity, and they can unleash blasts of lightning strong enough to harm significantly larger foes. Though they're meek and docile when encountered alone, shocker lizards are significantly more aggressive in packs, when they can amplify each other's electrical attacks.

Shocker lizards are notoriously difficult to domesticate because they're dangerously hostile as part of a pack, but will also swiftly wither and die if kept alone in captivity without constant attention. A shocker lizard is 3 feet long and weighs 25 pounds.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.