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Grim's Low CR Monster Thread (Updated 7/3)
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<blockquote data-quote="Grim" data-source="post: 950385" data-attributes="member: 132"><p>And now the stats for the Skrill's children. Currently he has seven offspring, all with the Cold Element Template:</p><p></p><p><em>Cold Element Shocker Lizard</em></p><p>Small elemental (cold)</p><p>Hit Dice: 2d8+2 (11 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 40 ft., climb 20 ft., swim 20 ft.</p><p>AC: 16 (+1 size, +2 Dex, +6 natural)</p><p>Attacks: Bite +3 melee</p><p>Damage: Bite 1d4</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Attacks: Stunning shock, lethal shock</p><p>Special Qualities: Electricity sense, electricity immunity, elemental, cold subtype, icewalking</p><p>Saves: Fort +3, Ref +5, Will +1</p><p>Abilities: Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6</p><p>Skills: Climb +12, Hide +11, Jump +4, Listen +4, Spot +4</p><p>Feats: -</p><p>Climate/Terrain: Warm aquatic, marsh, and underground</p><p>Organization: Solitary, pair, clutch (3-5), or colony (6-11)</p><p>Challenge Rating: 2</p><p>Treasure: 1/10 coins; 50% goods; 50% items</p><p>Alignment: Always neutral</p><p>Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)</p><p></p><p>Stunning Shock (Su): Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of subdual damage to living opponents (Reflex half DC 12)</p><p></p><p>Lethal Shock (Su): Whenever two or more shocker lizards are within 25 feet of each other, they can work together to create a lethal shock. This effect has a radius of 25 feet, centered on any one contributing lizard. The shock deals 2d8 points of damage for each lizard contributing to it (Reflex half DC 10 + number of lizards -contributing).</p><p></p><p>Elemental: In addition to its immunity to electricity, the cold element shocker lizard is immune to poison, sleep, paralysis, and stunning, and is not subject to critical hits. It also gains Darkvision 60 ft.</p><p></p><p>Cold Subtype: Cold immunity, double damage from fire except on a successful save.</p><p></p><p>Icewalking: This ability works like the spider climb spell but applies to icy surfaces. Within the Elemental Plane of Cold, the cold element creature may move normally.</p><p></p><p>Electricity Sense (Ex): Shocker lizards automatically detect any electrical discharges within 100 feet.</p><p></p><p>Skills: Shocker lizards receive a +4 racial bonus to Hide checks due to their coloration. They receive a +2 racial bonus to Listen and Spot checks.</p><p></p><p>Combat</p><p></p><p>A shocker lizard relies on its electrical abilities in combat. A lizard tends to bite only after its shock has rendered an opponent unconscious or when the shock seems to have no effect at all. Lone lizards flee once they deliver their shocks, but if others are nearby, they all home in on their comrade’s discharges and administer deadly shocks to the foe.</p></blockquote><p></p>
[QUOTE="Grim, post: 950385, member: 132"] And now the stats for the Skrill's children. Currently he has seven offspring, all with the Cold Element Template: [i]Cold Element Shocker Lizard[/i] Small elemental (cold) Hit Dice: 2d8+2 (11 hp) Initiative: +2 (Dex) Speed: 40 ft., climb 20 ft., swim 20 ft. AC: 16 (+1 size, +2 Dex, +6 natural) Attacks: Bite +3 melee Damage: Bite 1d4 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Stunning shock, lethal shock Special Qualities: Electricity sense, electricity immunity, elemental, cold subtype, icewalking Saves: Fort +3, Ref +5, Will +1 Abilities: Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6 Skills: Climb +12, Hide +11, Jump +4, Listen +4, Spot +4 Feats: - Climate/Terrain: Warm aquatic, marsh, and underground Organization: Solitary, pair, clutch (3-5), or colony (6-11) Challenge Rating: 2 Treasure: 1/10 coins; 50% goods; 50% items Alignment: Always neutral Advancement: 3-4 HD (Medium-size); 5-6 HD (Large) Stunning Shock (Su): Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of subdual damage to living opponents (Reflex half DC 12) Lethal Shock (Su): Whenever two or more shocker lizards are within 25 feet of each other, they can work together to create a lethal shock. This effect has a radius of 25 feet, centered on any one contributing lizard. The shock deals 2d8 points of damage for each lizard contributing to it (Reflex half DC 10 + number of lizards -contributing). Elemental: In addition to its immunity to electricity, the cold element shocker lizard is immune to poison, sleep, paralysis, and stunning, and is not subject to critical hits. It also gains Darkvision 60 ft. Cold Subtype: Cold immunity, double damage from fire except on a successful save. Icewalking: This ability works like the spider climb spell but applies to icy surfaces. Within the Elemental Plane of Cold, the cold element creature may move normally. Electricity Sense (Ex): Shocker lizards automatically detect any electrical discharges within 100 feet. Skills: Shocker lizards receive a +4 racial bonus to Hide checks due to their coloration. They receive a +2 racial bonus to Listen and Spot checks. Combat A shocker lizard relies on its electrical abilities in combat. A lizard tends to bite only after its shock has rendered an opponent unconscious or when the shock seems to have no effect at all. Lone lizards flee once they deliver their shocks, but if others are nearby, they all home in on their comrade’s discharges and administer deadly shocks to the foe. [/QUOTE]
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