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Electrode Boy Stats [a bit silly]
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<blockquote data-quote="Mathew_Freeman" data-source="post: 566621" data-attributes="member: 1846"><p><span style="font-size: 12px">Electrode Boy</span> </p><p><em>Paragon Half-Air-Elemental Half-Celestial Awakened Kaiju Shocker Lizard</em></p><p>[collosal magical beast]</p><p>HD: 44d10+1188+528 (2156hp)</p><p>Initiative: +12 (+8 dex +4 Improved Initiative)</p><p>Speed: 120ft, climb 60ft, swim 60ft</p><p>AC: 56 (-8 size +8dex +5 natural +1 additional natural +1 additional natural +15 natural +12 insight +12 luck)</p><p>Atk: bite +96 melee</p><p>dmg: bite 4d6+54</p><p>Face/reach: 40ft by 80ft/20ft</p><p>Special attacks: Stunning shock, lethal shock, trample, energized attack 1/minute</p><p>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; </p><p>Saves: Fort +61 Ref +42 Will +28</p><p>Abilities: Str 69 Dex 28 Con 56 Int 31 Wis 33 Cha 49</p><p>Skills: Climb +51 Hide +19 Jump +36 Listen +24 Spot +24</p><p>Feats: Alertness, Weapon focus (bite), Improved Initiative, Power Attack, Cleave, Great Cleave</p><p>Languages: Common, Hivemind, Auran, Terran</p><p>Spell-like: <em>light</em> at will; <em>protection from evil, holy aura</em> 3/day; <em>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 </em>1/day; caster level 59, DC 27+level, <em>haste</em> 4/day as 35th level sorceror, <em>greater dispelling, see invisibility</em> 3/day at caster level 15</p><p></p><p>Climate/Terrain: Warm, aquatic, marsh and underground</p><p>Organisation: Solitary (unique)</p><p>CR: 32</p><p>Treasure: normal</p><p>Alignment: always good</p><p></p><p>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.</p><p></p><p>Reflect spells: Any spell that fails to penetrate Electrode Boys Spell Resistance is reflected back upon the caster.</p><p></p><p>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)</p><p></p><p>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)</p><p></p><p>Electricity sense: Shocker lizards automatically detect any electrical discharge within 100 ft.</p><p></p><p>Skills: Shocker lizards recieve a +4 racial bonus to hide due to colouration</p></blockquote><p></p>
[QUOTE="Mathew_Freeman, post: 566621, member: 1846"] [SIZE=3]Electrode Boy[/SIZE] [i]Paragon Half-Air-Elemental Half-Celestial Awakened Kaiju Shocker Lizard[/i] [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: [i]light[/i] at will; [i]protection from evil, holy aura[/i] 3/day; [i]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 [/i]1/day; caster level 59, DC 27+level, [i]haste[/i] 4/day as 35th level sorceror, [i]greater dispelling, see invisibility[/i] 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 [/QUOTE]
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