Small Beast, Unaligned
Armor Class 16 (natural armor, size)
Hit Points 13 (2d10 + 2)
Speed 40 ft., climb 30 ft., swim 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
13 (+1)
INT
2 (-4)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws DEX +5
Skills Acrobatics +4, Stealth +4
Damage Immunities Lightning
Senses Darkvision 60 ft., Passive Perception 14
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Electricity Sense. Shocker lizards automatically detect any electrical discharges within 100 feet. This includes any lightning damage dealt within the area.

Shocking Synergy. Whenever a shocker lizard deals lightning damage, it deals 1 extra point of lightning damage for each other shocker lizard within 120 feet of it, to a maximum of 5 extra points of lightning damage.

 

Actions

Bite. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. plus 4 (1d6) lightning damage.

Shock. The shocker lizard shocks one creature within 10 feet of it. The target must make a DC 12 Dexterity saving throw, taking 9 (2d8) lightning damage on a failed save, or half as much damage on a successful one. On a failed save, the creature must then make a DC 11 Constitution saving throw or also be stunned until the end of its next turn.

Description

These small bluish creatures hunt in packs, though they can sometimes be found alone. They stand about a foot tall, weighing in at around 25 pounds. Shocker lizards can be very aggressive when hungry for food. They rarely bite until they have subdued an opponent with their shock ability, using their electrical powers to compensate for their small size.

Seenta

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