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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Bestiary

