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    Summoned Creature: Electric Eel

    Electric Eel CR 2
    XP --
    N Small celestial/fiendish
    animal
    Init +6; Senses darkvision 60 ft., low-light vision; Perception +4
     DEFENSE
    AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
    hp 17 [21]
    (2d8+8) [2d8+12]
    Fort +7 [+9], Ref +5, Will +0
    SR 7
    Resist Electricity 10
    Celestial - Resist Acid, Cold, and Electricity 5
    Fiendish - Resist Cold and Fire 5
     OFFENSE
    Speed 5 ft., swim 30 ft.
    Melee bite +3 [+5] (1d6+1) [1d6+3] and tail –2 [+0] touch (1d6 electricity)
    Special Attack Smite evil/good
     STATISTICS
    Str 13 [17], Dex 14, Con 19 [23], Int 1, Wis 10, Cha 6
    Base Atk +1; CMB +1 [+3]; CMD 13 [15]
    (can't be tripped)
    Feats Improved Initiative
    Skills Escape Artist +10, Perception +4, Stealth +10, Swim +9 [+11]; Racial Modifiers +8 Escape Artist
     SPECIAL ABILITIES
    Electricity (Ex) An electric eel can produce a powerful jolt of electricity from its tail, delivering the jolt with a successful touch attack. On a critical hit, the creature struck must make a DC 15 [17] Fortitude save or be stunned for 1d4 rounds. The save DC is Constitution-based.

    Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

    Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.