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

 

D&D 3.5 facts

 

D&D 3.5 sources

 

         
   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