Frog Slime
First Post
Shocked One
Medium-Size Undead (Electricity)
Hit Dice: 6d12 (39 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft.
AC: 16 (+4 Dex, +2 natural)
Attacks: Shocking touch +7 melee touch attack
Damage: Shocking touch 1d8 electricity
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Shocking touch
Special Qualities: Undead, damage reduction 15/+1, discharges,
electricity immunity, holy water vulnerability, water vulnerability
Saves: Fort +2, Ref +8, Will +7
Abilities: Str 10, Dex 18, Con -, Int 8, Wis 14, Cha 15
Skills: Hide +13, Intuit Direction +9, Listen +11, Move Silently +13
Feats: Lightning Reflexes, Weapon Finesse (touch)
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 7-12 HD (Medium-size); 13- 18 HD (Large)
A shocked one is an undead creature made when a petty
criminal dies suddenly and unexpectedly of electrical shock.
They appear as charred corpses, still wearing what bits
of clothing remaining from the attack. Their faces, what
remain of them, have a permanently surprised expression
on them. If a closer look is taken, little electrical discharges
can be seen playing over the undead creature's body.
Combat
Because of their appearance, many adventurers may
mistake them for burned zombies, but their speed and
reflexes soon spell the difference in battle.
Shocking touch (Su): Just a glancing touch from a shocked
one's hand induces a painful electrical shock. If the victim is
wearing a large amount of metal, the damage is doubled.
Undead: Immune to mind-influencing effects, poison, sleep,
paralysis, stunning, and disease. Not subject to critical hits,
subdual damage, ability damage, or death from massive damage.
Discharges (Su): Little discharges of electricity constantly run
around a shocked one's body. Anyone targeting them with a
primarily metal weapon or an unarmed attack must make a
Reflex save (DC 15) or take 1d4 points of electrical damage.
Holy Water Vulnerability (Ex): Holy deals double damage against
a shocked one.
Water Vulnerability (Ex): Ordinary water acts like holy water against shocked ones.
________________________________________________
Allright, people.
It's been awhile since I turned in a creature. So, yeah, if they're mistakes, do me the favor of pointing them out.
The CR: Too high, too low? Too a fighter wearing plate mail and carrying a longsword, thid thing'd be lethal. But to a first level commoner with a bucket of water...
Medium-Size Undead (Electricity)
Hit Dice: 6d12 (39 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft.
AC: 16 (+4 Dex, +2 natural)
Attacks: Shocking touch +7 melee touch attack
Damage: Shocking touch 1d8 electricity
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Shocking touch
Special Qualities: Undead, damage reduction 15/+1, discharges,
electricity immunity, holy water vulnerability, water vulnerability
Saves: Fort +2, Ref +8, Will +7
Abilities: Str 10, Dex 18, Con -, Int 8, Wis 14, Cha 15
Skills: Hide +13, Intuit Direction +9, Listen +11, Move Silently +13
Feats: Lightning Reflexes, Weapon Finesse (touch)
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 7-12 HD (Medium-size); 13- 18 HD (Large)
A shocked one is an undead creature made when a petty
criminal dies suddenly and unexpectedly of electrical shock.
They appear as charred corpses, still wearing what bits
of clothing remaining from the attack. Their faces, what
remain of them, have a permanently surprised expression
on them. If a closer look is taken, little electrical discharges
can be seen playing over the undead creature's body.
Combat
Because of their appearance, many adventurers may
mistake them for burned zombies, but their speed and
reflexes soon spell the difference in battle.
Shocking touch (Su): Just a glancing touch from a shocked
one's hand induces a painful electrical shock. If the victim is
wearing a large amount of metal, the damage is doubled.
Undead: Immune to mind-influencing effects, poison, sleep,
paralysis, stunning, and disease. Not subject to critical hits,
subdual damage, ability damage, or death from massive damage.
Discharges (Su): Little discharges of electricity constantly run
around a shocked one's body. Anyone targeting them with a
primarily metal weapon or an unarmed attack must make a
Reflex save (DC 15) or take 1d4 points of electrical damage.
Holy Water Vulnerability (Ex): Holy deals double damage against
a shocked one.
Water Vulnerability (Ex): Ordinary water acts like holy water against shocked ones.
________________________________________________
Allright, people.
It's been awhile since I turned in a creature. So, yeah, if they're mistakes, do me the favor of pointing them out.
The CR: Too high, too low? Too a fighter wearing plate mail and carrying a longsword, thid thing'd be lethal. But to a first level commoner with a bucket of water...
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