Page 229 - Monster Manual Expanded III Dragonix
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Shocker Lizards                                         Shocker Lizard



                                                                Medium monstrosity, unaligned
        Shocker Lizard
                                                                Armor Class 14 (natural armor)
        At first glance, a shocker lizard looks like an ordinary wild lizard.
                                                                Hit Points 22 (4d8 + 4)
        It earns its monicker for being able to unleash powerful electrical
                                                                Speed 40 ft., climb 30 ft., swim 20 ft.
        energies from its body.  Its head is bullet-shaped, framed by two
        large horns that curve to its back. The shocker lizard's scales
                                                                    STR           DEX           CON           INT           WIS           CHA
        range from blue to teal in color, with the hue becoming paler to
                                                                       13 (+1)       15 (+2)      13 (+1)        2 (-4)       12 (+1)        6 (-2)
        the point of being gray on its underside.  The end of its tail has
        several spike prongs which can sense distant electrical discharges.
                                                                Damage Immunities lightning
        The common shocker lizard is about 6 feet long.  Hatchlings are
                                                                Senses darkvision 60 ft., passive Perception 11
        only about 2-3 feet long. Very rare specimens have been seen
                                                                Languages ---
        measuring lengths of 15 to 20 feet long.                Challenge 1 (200 XP)         Proficiency Bonus +2
          Lightning Generator. The shocker lizard generates large
        electric currents through a highly specialized nervous system that   Electricity Sense. The shocker lizard can detect an electrical
        works in tandem with its unique electric organ. This act is often   discharge within 120 feet of it.
        triggered when it feels highly stressed, such as being threatened
        or in pain. It can also be triggered if it detects a nearby shocker   Actions
        lizard discharging electricity.  Even though the electrical shock   Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
        does not harm it, it has evolved to learn how to chain the electrical   (1d6 + 2) piercing damage plus 7 (2d6) lightning damage.
        shocks to maximize its coverage.  The most common shocker
                                                                Lightning Shock (Recharge 5–6). The shocker lizard discharges
        lizard encountered can generate 15-foot radius waves of electricity.
                                                                electricity in a 15-foot-radius sphere centered on itself. Each
        Larger ones can generate even bigger and more powerful waves of
                                                                creature in that area must make a DC 11 Constitution saving throw,
        electrical currents.  Crafty trapmakers, especially kobolds, capture   taking 10 (3d6) lightning damage on a failed save, or half as much
        live shocker lizards and place them at the bottom of oil-slick pit   damage on a successful one.  If the creature fails its saving throw by
        traps the lizards cannot climb out of.                  5 or more, it is also incapacitated until the end of its next turn.
          Herd Hunters. Shocker lizards live in warm and temperate
        caves, coastlines, forests, and swamps where their prey is   Reactions
        plentiful.  They usually hunt bugs, fish, reptiles, and rodents but   Chain Lightning Shock. If a creature within 15 feet of the shocker
        they have been known to bring down even larger prey.  They tend   lizard uses Lightning Shock, the shocker lizard uses its Lightning
        to work together, herding their prey close before generating chains   Shock, if available.
        of electrical shocks to catch as many targets as possible, such as a
        school of fish, a cave full of bats, or a party of adventurers.











































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