Complete Monster
by
Radaghast Kary
← Shocker
↑Index↑
Shoggoth →
Shocker Lizard
3e
TN
Pathfinder facts
CR: 2
XP: 600
Size: Small
Type:
Magical Beast
Initiative: +6
Senses: darkvision 60 ft., electricity sense, low-light vision
AC: 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
HP: 19 (3d10+3)
Saves: Fort +4, Ref +5, Will +2
Speed: 40 ft., climb 20 ft., swim 20 ft.
Melee: bite +4 (1d4)
Abilities: Str 10, Dex 15, Con 13, Int 2, Wis 13, Cha 6
Attacks: Base Atk +3; CMB +2; CMD 14 (18 vs. trip)
Feats: Improved Initiative, Skill Focus (Stealth)
Skills: Climb +8, Perception +8, Stealth +17, Swim +8; Racial Modifiers +2 Perception, +4 Stealth
Organization: solitary, pair, clutch (3–6), or colony (7–12)
Treasure: incidental
Pathfinder sources
Bestiary
Pathfinder links
Shocker Lizard in Pathfinder 1 SRD
D&D 3.5 facts
Type:
Magical Beast
Size: Small
CR: 2
D&D 3.5 sources
Monster Manual
, p. 224
D&D 3.5 links
Shocker Lizard in 3.5e d20 SRD
TN
D&D 3.0 facts
Abilities: Str 10, Dex 15, Con 13, Int 5, Wis 12, Cha 6
AC: 16 (+1 size, +2 Dex, +3 natural)
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)
Attacks: Bite +3 melee
CR: 2
Damage: Bite 1d4
HD: 2d10+2 (13)
Initiative: +2 (Dex)
Organization: Solitary, pair, clutch (3-5), or colony (6-11)
Qualities: Electricity sense, electricity immunity
Reach: 5 ft. by 5 ft./5 ft.
Saves: Fort +3, Ref +5, Will +1
Size: Small
Skills: Shocker lizards receive a +4 racial bonus to Hide checks due to their coloration.
Speed: 40 ft., climb 20 ft., swim 20 ft.
Terrain: Warm aquatic, marsh, and underground
Treasure: 1/10 coins; 50% goods; 50% items
Type:
Magical Beast
D&D 3.0 links
Shocker Lizard in 3.0 d20 SRD