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    Eel, Electric (3pp)

    The serpentine creature moves sinuously through the water, the tip of its tail sparking with an electrical discharge.

    Electric Eel CR 2

    XP 600
    N Large animal (aquatic)
    Init +4; Senses low-light vision, scent; Perception +8

    DEFENSE

    AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, –1 size)
    hp 22 (4d8+4)
    Fort +5, Ref +8, Will +2
    Immune electricity

    OFFENSE

    Speed swim 40 ft.
    Melee bite +7 (1d8)
    Space 10 ft.; Reach 5 ft.
    Special Attacks electricity (DC 13)

    STATISTICS

    Str 10, Dex 18, Con 12, Int 1, Wis 12, Cha 2
    Base Atk +3; CMB +4; CMD 18 (can’t be tripped)
    Feats Weapon Finesse, Weapon Focus (bite)
    Skills Perception +8, Swim +12; Racial Modifiers Electric eels use their Dexterity modifier for Swim checks.

    SPECIAL ABILITIES

    Electricity (Ex)

    Once per hour, an electric eel can produce a jolt of electricity in a 10-foot radius centered on its body. Creatures within 5 feet take 3d8 points of electricity damage. Those further away than 5 feet but within 10 feet take 2d8 points of electricity damage. Affected creatures can make a DC 13 Fortitude save to reduce the damage by half. Electric eels are immune to their own electrical attacks and that of other electric eels. The save DC is Constitution-based.

    Source
    Tome of Horrors Complete
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