Electrode Boy Stats [a bit silly]

Mathew_Freeman

Adventurer
These are the stats for my version of a Paragon Pseudonatural Half-Celestial Half Air-Elemental Kaiju Awakened Shock Lizard.

Shocker Lizard
[small magical beast]
HD: 2d10+2 (13hp)
Initiative: +2 (dex)
Speed: 40ft, climb 20ft, swim 20ft
AC: 16 (+1 size +2 dex +3 natural)
Atk: bite +3 melee
dmg: bite 1d4
Face/reach: 5ft by 5ft/5ft
Special attacks: Stunning shock, lethal shock
Special qualities: Electricity sense, electricity immunity
Saves: Fort +3 Ref +5 Will +1
Abilities: Str 10 Dex 15 Con 13 Int 5 Wis 12 Cha 6
Skills: Climb +12 Hide +11 Jump +4 Listen +4 Spot +4
Feats: Alertness

Climate/Terrain: Warm, aquatic, marsh and underground
Organisation: Solitary, pair, clutch (3-5) or colony (6-11)
CR: 2
Treasure: 1/10 coins, 50% goods, 50% items
Alignment: usually neutral

Stunning shock: once per round, a shocker lizard can deliver an electrical shock to an opponent within 5ft. This attack deals 2d8 points of subdual damamge to living opponents (Ref DC12 for half)

Lethal shock: Two or more lizards working together within 25ft can produce a lethal shock, range 25ft from one lizard. Dmg 2d8 per lizard contributing (Ref DC 10 + number of lizards for half)

Electricity sense: Shocker lizards automatically detect any electrical discharge within 100 ft.

Skills: Shocker lizards recieve a +4 racial bonus to hide due to colouration.

[NB: As I apply each template, I'll add a new post so you can see the effects as we go along...what fun, eh?]
 

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Awakened Shocker Lizard
[small magical beast]
HD: 4d10+2 (24hp)
Initiative: +2 (dex)
Speed: 40ft, climb 20ft, swim 20ft
AC: 16 (+1 size +2 dex +3 natural)
Atk: bite +3 melee
dmg: bite 1d4
Face/reach: 5ft by 5ft/5ft
Special attacks: Stunning shock, lethal shock
Special qualities: Electricity sense, electricity immunity
Saves: Fort +3 Ref +5 Will +1
Abilities: Str 10 Dex 15 Con 13 Int 12 Wis 12 Cha 8
Skills: Climb +12 Hide +11 Jump +4 Listen +4 Spot +4
Feats: Alertness
Languages: Common, Hivemind

Climate/Terrain: Warm, aquatic, marsh and underground
Organisation: Solitary, pair, clutch (3-5) or colony (6-11)
CR: 2
Treasure: 1/10 coins, 50% goods, 50% items
Alignment: usually neutral

Stunning shock: once per round, a shocker lizard can deliver an electrical shock to an opponent within 5ft. This attack deals 2d8 points of subdual damamge to living opponents (Ref DC12 for half)

Lethal shock: Two or more lizards working together within 25ft can produce a lethal shock, range 25ft from one lizard. Dmg 2d8 per lizard contributing (Ref DC 10 + number of lizards for half)

Electricity sense: Shocker lizards automatically detect any electrical discharge within 100 ft.

Skills: Shocker lizards recieve a +4 racial bonus to hide due to colouration.
 

Half-Celestial Awakened Shocker Lizard
[small magical beast]
HD: 4d10+12 (34hp)
Initiative: +3 (+3 dex)
Speed: 40ft, climb 20ft, swim 20ft
AC: 18 (+1 size +3 dex +3 natural +1 additional natural)
Atk: bite +5 melee
dmg: bite 1d4+2
Face/reach: 5ft by 5ft/5ft
Special attacks: Stunning shock, lethal shock
Special qualities: Electricity sense; acid, cold, disease and electricity immunity; lowlight vision,; +4 Fort save vs poison;
Saves: Fort +3 Ref +5 Will +1
Abilities: Str 14 Dex 17 Con 17 Int 14 Wis 16 Cha 12
Skills: Climb +14 Hide +12 Jump +6 Listen +6 Spot +6
Feats: Alertness
Languages: Common, Hivemind
Spell-like: light at will; protection from evil 3/day; bless, aid, detect evil 1/day; caster level 4

Climate/Terrain: Warm, aquatic, marsh and underground
Organisation: Solitary, pair, clutch (3-5) or colony (6-11)
CR: 3
Treasure: 1/10 coins, 50% goods, 50% items
Alignment: always good

Stunning shock: once per round, a shocker lizard can deliver an electrical shock to an opponent within 5ft. This attack deals 2d8 points of subdual damamge to living opponents (Ref DC12 for half)

Lethal shock: Two or more lizards working together within 25ft can produce a lethal shock, range 25ft from one lizard. Dmg 2d8 per lizard contributing (Ref DC 10 + number of lizards for half)

Electricity sense: Shocker lizards automatically detect any electrical discharge within 100 ft.

Skills: Shocker lizards recieve a +4 racial bonus to hide due to colouration.
 
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Half-Air-Elemental Half-Celestial Awakened Shocker Lizard
[small magical beast]
HD: 4d10+16 (38hp)
Initiative: +4 (+4 dex)
Speed: 40ft, climb 20ft, swim 20ft
AC: 20 (+1 size +4 dex +3 natural +1 additional natural +1 additional natural again)
Atk: bite +5 melee
dmg: bite 1d4+2
Face/reach: 5ft by 5ft/5ft
Special attacks: Stunning shock, lethal shock
Special qualities: Electricity sense; acid, cold, disease and electricity immunity; lowlight vision,; +4 Fort save vs poison;
Saves: Fort +6 Ref +7 Will +3
Abilities: Str 14 Dex 19 Con 19 Int 16 Wis 18 Cha 14
Skills: Climb +14 Hide +13 Jump +6 Listen +7 Spot +7
Feats: Alertness
Languages: Common, Hivemind, Auran, Terran
Spell-like: light at will; [/i]protection from evil[/i] 3/day; bless, aid, detect evil, obscuring mist, wind wall 1/day; caster level 4

Climate/Terrain: Warm, aquatic, marsh and underground
Organisation: Solitary, pair, clutch (3-5) or colony (6-11)
CR: 5
Treasure: 1/10 coins, 50% goods, 50% items
Alignment: always good

Stunning shock: once per round, a shocker lizard can deliver an electrical shock to an opponent within 5ft. This attack deals 2d8 points of subdual damamge to living opponents (Ref DC12 for half)

Lethal shock: Two or more lizards working together within 25ft can produce a lethal shock, range 25ft from one lizard. Dmg 2d8 per lizard contributing (Ref DC 10 + number of lizards for half)

Electricity sense: Shocker lizards automatically detect any electrical discharge within 100 ft.

Skills: Shocker lizards recieve a +4 racial bonus to hide due to colouration.
 

Half-Air-Elemental Half-Celestial Awakened Kaiju Shocker Lizard
[collosal magical beast]
HD: 44d10+880 (1122hp)
Initiative: +5 (+1 dex +4 Improved Initiative)
Speed: 40ft, climb 20ft, swim 20ft
AC: 23 (-8 size +1dex +3 natural +1 additional natural +1 additional natural +15 natural)
Atk: bite +64 melee
dmg: bite 4d6+27
Face/reach: 40ft by 80ft/20ft
Special attacks: Stunning shock, lethal shock, trample, energized attack 1/minute
Special qualities: Electricity sense; acid, cold, disease and electricity immunity; lowlight vision; +4 Fort save vs poison; DR 25/+5; darkvision 120ft; immune to mind-influencing effects; SR 30; reflect spells; fast healing 20
Saves: Fort + 44 Ref +25 Will +18
Abilities: Str 54 Dex 13 Con 41 Int 16 Wis 18 Cha 34
Skills: Climb +34 Hide +2 Jump +26 Listen +7 Spot +7
Feats: Alertness, Weapon focus (bite), Improved Initiative, Power Attack
Languages: Common, Hivemind, Auran, Terran
Spell-like: light at will; protection from evil 3/day; bless, aid, detect evil, obscuring mist, wind wall, 1/day; caster level 4, DC 27+level, haste 1/day as 20th level sorceror

Climate/Terrain: Warm, aquatic, marsh and underground
Organisation: Solitary (unique)
CR: 20
Treasure: normal
Alignment: always good

Energized attack: Once per minute, Electrode Boy can infuse it's natural attacks with electricity, this last 1d4+1 rounds. All natural attacks during that time do +3d6 electricity damage.

Reflect spells: Any spell that fails to penetrate Electrode Boys Spell Resistance is reflected back upon the caster.

Stunning shock: once per round, a shocker lizard can deliver an electrical shock to an opponent within 5ft. This attack deals 2d8 points of subdual damamge to living opponents (Ref DC33 for half)

Lethal shock: Two or more lizards working together within 25ft can produce a lethal shock, range 25ft from one lizard. Dmg 2d8 per lizard contributing (Ref DC 10 + number of lizards for half)

Electricity sense: Shocker lizards automatically detect any electrical discharge within 100 ft.

Skills: Shocker lizards recieve a +4 racial bonus to hide due to colouration.
 
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Electrode Boy
Paragon Half-Air-Elemental Half-Celestial Awakened Kaiju Shocker Lizard
[collosal magical beast]
HD: 44d10+1188+528 (2156hp)
Initiative: +12 (+8 dex +4 Improved Initiative)
Speed: 120ft, climb 60ft, swim 60ft
AC: 56 (-8 size +8dex +5 natural +1 additional natural +1 additional natural +15 natural +12 insight +12 luck)
Atk: bite +96 melee
dmg: bite 4d6+54
Face/reach: 40ft by 80ft/20ft
Special attacks: Stunning shock, lethal shock, trample, energized attack 1/minute
Special qualities: Electricity sense; acid, cold, disease and electricity immunity; lowlight vision; +4 Fort save vs poison; DR 25/+5 or 20/+6; darkvision 120ft; immune to mind-influencing effects; SR 42; reflect spells; fast healing 20; fire resistance 10;
Saves: Fort +61 Ref +42 Will +28
Abilities: Str 69 Dex 28 Con 56 Int 31 Wis 33 Cha 49
Skills: Climb +51 Hide +19 Jump +36 Listen +24 Spot +24
Feats: Alertness, Weapon focus (bite), Improved Initiative, Power Attack, Cleave, Great Cleave
Languages: Common, Hivemind, Auran, Terran
Spell-like: light at will; protection from evil, holy aura 3/day; bless, aid, detect evil, obscuring mist, wind wall, cure serious wounds, neutralize poison, holy smite, remove disease, dispel evil, holy word, hallow, symbol, summon monster IX (celestials only), resurrection, gaseous form, air walk, control winds, chain lightning, control weather, whirlwind, elemental swarm (air spell only), plane shift 1/day; caster level 59, DC 27+level, haste 4/day as 35th level sorceror, greater dispelling, see invisibility 3/day at caster level 15

Climate/Terrain: Warm, aquatic, marsh and underground
Organisation: Solitary (unique)
CR: 32
Treasure: normal
Alignment: always good

Energized attack: Once per minute, Electrode Boy can infuse it's natural attacks with electricity, this last 1d4+1 rounds. All natural attacks during that time do +3d6 electricity damage.

Reflect spells: Any spell that fails to penetrate Electrode Boys Spell Resistance is reflected back upon the caster.

Stunning shock: once per round, a shocker lizard can deliver an electrical shock to an opponent within 5ft. This attack deals 2d8 points of subdual damamge to living opponents (Ref DC46 for half)

Lethal shock: Two or more lizards working together within 25ft can produce a lethal shock, range 25ft from one lizard. Dmg 2d8 per lizard contributing (Ref DC46 + number of lizards for half)

Electricity sense: Shocker lizards automatically detect any electrical discharge within 100 ft.

Skills: Shocker lizards recieve a +4 racial bonus to hide due to colouration
 

Electrode Boy
Pseudonatural Paragon Half-Air-Elemental Half-Celestial Awakened Kaiju Shocker Lizard
[collosal magical beast]
HD: 44d10+1408+528 (2276hp)
Initiative: +17 (+13 dex +4 Improved Initiative)
Speed: 160ft, climb 80ft, swim 80ft
AC: 91 (-8 size +13dex +35 natural +1 additional natural +1 additional natural +15 additional natural +12 insight +12 luck)
Atk: bite +122 melee; or 11 tentacle rakes +122melee
dmg: bite 4d6+65; tentacle rake 2d8+45
Face/reach: 40ft by 80ft/20ft
Special attacks: Stunning shock, lethal shock, trample, energized attack 1/minute; not affected by concealment; improved grab; rotting constriction
Special qualities: Electricity sense; acid, cold, disease and electricity immunity; lowlight vision; +4 Fort save vs poison; DR 70/+15; darkvision 120ft; immune to mind-influencing effects; SR 52; reflect spells; fast healing 20; fire resistance 10; alternate form;
Saves: Fort +66 Ref +47 Will +28
Abilities: Str 91 Dex 38 Con 66 Int 31 Wis 43 Cha 49
Skills: Climb +51 Hide +24 Jump +36 Listen +29 Spot +29
Feats: Alertness, Weapon focus (bite), Improved Initiative, Power Attack, Cleave, Great Cleave
Languages: Common, Hivemind, Auran, Terran
Spell-like: light, blur, dimension door, shield at will caster level 20; protection from evil, holy aura 3/day; bless, aid, detect evil, obscuring mist, wind wall, cure serious wounds, neutralize poison, holy smite, remove disease, dispel evil, holy word, hallow, symbol, summon monster IX (celestials only), resurrection, gaseous form, air walk, control winds, chain lightning, control weather, whirlwind, elemental swarm (air spell only), plane shift 1/day; caster level 59, DC 27+level, haste 4/day as 35th level sorceror, greater dispelling, see invisibility 3/day at caster level 15

Climate/Terrain: Warm, aquatic, marsh and underground
Organisation: Solitary (unique)
CR: 42
Treasure: normal
Alignment: always good

Electrode Boy is a unique creation, unknown to any creature before this day. He spontaneously arose from the brain of Tallarn, a prominent Hiveminder, in 2003AD. His immense size and awesome destructive power meant Tallarn never used him in combat, preferring to keep him locked up in more than one website in order to protect the universe from him. Tallarn fears the day when Electrode Boy gains Hivemind abilities of his own.

In appearance, Electrode Boy is a collosal Shocker Lizard, although far more dangerous. Through liberal use of templates, he has gained super-human intelligence and power and now seeks only to star in his own Monster Movie. He's heard about Tokyo, and being somewhat of a traditionalist he's decided that he has to trash that first to make a name for himself. Then it's off to the other planes to see if he can find out what he is and if there are any more like him.

Electrode Boy's favoured class in Sorceror. He hopes to learn Sorcerous powers, although who is going to teach a 70ft tall lizard magic is anyone's guess. Still, he can hope, hey?

Combat

Electrode Boy fights smart, using as many spells-like abilities as he can before wading in. He always uses his energized attack, too. With time, additional allies are forthcoming with his summon spells. And he loves to Power Attack.

Explanations

Alternate form: As a standard action, Electrode Boy can transform into a mass of writhing tentacles, gaining the tentacle attacks noted above. Other creatures suffer a -1 morale penalty to attack him in this form.

Energized attack: Once per minute, Electrode Boy can infuse it's natural attacks with electricity, this last 1d4+1 rounds. All natural attacks during that time do +3d6 electricity damage.

Rotting constriction: Once Electrode Boy has a hold of a creature, each succesful grapple check deals 2d4 permanent Con damage and heals 10hp

Reflect spells: Any spell that fails to penetrate Electrode Boys Spell Resistance is reflected back upon the caster.

Stunning shock: once per round, a shocker lizard can deliver an electrical shock to an opponent within 5ft. This attack deals 2d8 points of subdual damamge to living opponents (Ref DC46 for half)

Lethal shock: Two or more lizards working together within 25ft can produce a lethal shock, range 25ft from one lizard. Dmg 2d8 per lizard contributing (Ref DC46 + number of lizards for half)

Electricity sense: Shocker lizards automatically detect any electrical discharge within 100 ft.

Skills: Shocker lizards recieve a +4 racial bonus to hide due to colouration

[Note: Just one more template to go, the Hivemind template, promised to me by Crothian. When we've got that, we're done, and I'll finish the write up.]
 

Electrode Boy
Pseudonatural Paragon Half-Air-Elemental Half-Celestial Hivemind Awakened Kaiju Shocker Lizard
[collosal magical beast]
HD: 44d10+1408+528 (2276hp)
Initiative: +17 (+13 dex +4 Improved Initiative)
Speed: 160ft, climb 80ft, swim 80ft
AC: 93 (-8 size +13dex +35 natural +1 additional natural +1 additional natural +15 additional natural +14 insight +12 luck)
Atk: bite +122 melee; or 11 tentacle rakes +122melee
dmg: bite 4d6+65; tentacle rake 2d8+45
Face/reach: 40ft by 80ft/20ft
Special attacks: Stunning shock, lethal shock, trample, energized attack 1/minute; not affected by concealment; improved grab; rotting constriction, swarm attack
Special qualities: Electricity sense; acid, cold, disease and electricity immunity; lowlight vision; +4 Fort save vs poison; DR 70/+15; darkvision 120ft; immune to mind-influencing effects; SR 52; reflect spells; fast healing 20; fire resistance 10; alternate form; uncanny dodge; shared senses; limited telepathy
Saves: Fort +66 Ref +49 Will +28
Abilities: Str 91 Dex 38 Con 66 Int 31 Wis 47 Cha 49
Skills: Climb +51 Hide +24 Jump +36 Listen +35 Spot +35 Search +18
Feats: Alertness, Weapon focus (bite), Improved Initiative, Power Attack, Cleave, Great Cleave
Languages: Common, Hivemind, Auran, Terran
Spell-like: light, blur, dimension door, shield at will caster level 20; protection from evil, holy aura 3/day; bless, aid, detect evil, obscuring mist, wind wall, cure serious wounds, neutralize poison, holy smite, remove disease, dispel evil, holy word, hallow, symbol, summon monster IX (celestials only), resurrection, gaseous form, air walk, control winds, chain lightning, control weather, whirlwind, elemental swarm (air spell only), plane shift 1/day; caster level 59, DC 27+level, haste 4/day as 35th level sorceror, greater dispelling, see invisibility 3/day at caster level 15

Climate/Terrain: Warm, aquatic, marsh and underground
Organisation: Solitary (unique)
CR: 43
Treasure: normal
Alignment: always good

Electrode Boy is a unique creation, unknown to any creature before this day. He spontaneously arose from the brain of Tallarn, a prominent Hiveminder, in 2003AD. His immense size and awesome destructive power meant Tallarn never used him in combat, preferring to keep him locked up in more than one website in order to protect the universe from him. Tallarn fears the day when Electrode Boy gains Hivemind abilities of his own.

In appearance, Electrode Boy is a collosal Shocker Lizard, although far more dangerous. Through liberal use of templates, he has gained super-human intelligence and power and now seeks only to star in his own Monster Movie. He's heard about Tokyo, and being somewhat of a traditionalist he's decided that he has to trash that first to make a name for himself. Then it's off to the other planes to see if he can find out what he is and if there are any more like him.

Electrode Boy's favoured class in Sorceror. He hopes to learn Sorcerous powers, although who is going to teach a 70ft tall lizard magic is anyone's guess. Still, he can hope, hey?

Combat

Electrode Boy fights smart, using as many spells-like abilities as he can before wading in. He always uses his energized attack, too. With time, additional allies are forthcoming with his summon spells. And he loves to Power Attack.

Explanations

Alternate form: As a standard action, Electrode Boy can transform into a mass of writhing tentacles, gaining the tentacle attacks noted above. Other creatures suffer a -1 morale penalty to attack him in this form.

Energized attack: Once per minute, Electrode Boy can infuse it's natural attacks with electricity, this last 1d4+1 rounds. All natural attacks during that time do +3d6 electricity damage.

Limited Telepathy: Communicate via telepathy within 10 miles

Rotting constriction: Once Electrode Boy has a hold of a creature, each succesful grapple check deals 2d4 permanent Con damage and heals 10hp

Reflect spells: Any spell that fails to penetrate Electrode Boys Spell Resistance is reflected back upon the caster.

Stunning shock: once per round, a shocker lizard can deliver an electrical shock to an opponent within 5ft. This attack deals 2d8 points of subdual damamge to living opponents (Ref DC46 for half)

Shared Senses: At will, as a Standard Action, a Hive Mind creature can use any senses of another Hive Mind creature for (1 + Con Modifier =29)minutes.

Swarm Attack: For each 2 Hive Mind creatures attacking the same target, all hivemind creatures get +1 to attack and damage.

Lethal shock: Two or more lizards working together within 25ft can produce a lethal shock, range 25ft from one lizard. Dmg 2d8 per lizard contributing (Ref DC46 + number of lizards for half)

Electricity sense: Electrode Boy automatically detect any electrical discharge within 100 ft.

Skills: Shocker lizards recieve a +4 racial bonus to hide due to colouration

Uncanny Dodge: Never lose AC from suprise or attacked by invisible foes.
 

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