Here's a leftover request from (far) upthread...
Ray, Electric
CLIMATE/TERRAIN: Tropical salt water
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVE TIME: Any
DIET: Carnivore
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-3
ARMOR CLASS: 7
MOVEMENT: Sw 9
HIT DICE: 2+4
THAC0: Nil
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Surprise on a 1-8, electrical shock
SPECIAL DEFENSES: Camouflage
MAGIC RESISTANCE: Nil
SIZE: M (6'long)
MORALE: Average (8)
XP VALUE: None given
This tropical ray is most often found at depths up to 200 feet in warm ocean waters, though it has also been encountered within wading distance of shore. A slow swimmer, the electric ray most often buries itself in the sandy floor of the sea to avoid its enemies; if buried, it is considered invisible. The ray uses its electrical shock to stun or kill the smaller fish upon which it feeds. This can be painful, but is harmless to man-sized creatures.
However, when stepped on or when threatened by larger predators, the ray releases its stored energy in one burst, with a radius of 15 feet. Creatures in thes area must make a successful saving throw vs. paralyzation or be stunned (reeling and unable to take coherent actions) for 2d4 rounds. Despite saving throws, the following electrical damage is taken: those within 5 feet take 2d6 points of damage, those within 10 feet take 1d6, and those within 15 feet take 1d3. Those within 30 feet feel a slight tingle, but are otherwise unaffected.
The ray recharges itself in 5d4 rounds, and can release a major shock up to five rounds per day. After delivering a burst, the ray flees.
Originally appear in Dragon Magazine #116 (1986). These are the MCA4 revised stats.