N Small magical beast
Init +6; Senses darkvision 60 ft., electricity sense, low-light vision; Perception +8
AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
hp 19 (3d10+3)
Fort +4, Ref +5, Will +2
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +4 (1d4)
Special Attacks shock
Str 10, Dex 15, Con 13, Int 2, Wis 13, Cha 6
Base Atk +3; CMB +2; CMD 14 (18 vs. trip)
Feats Improved Initiative, Skill Focus (Stealth)
Skills Climb +8, Perception +8, Stealth +17, Swim +8; Racial Modifiers +2 Perception, +4 Stealth
Electricity Sense (Ex)
Shocker lizards automatically detect any electrical discharges within 100 feet.
Shocker lizards can deliver an electrical shock to a single opponent
within 5 feet. This attack deals 1d8 points of nonlethal electricity
damage to living opponents (Reflex DC 12 half). This save DC is
Constitution-based. Additionally, if two or more shocker lizards are
within 20 feet of each other, they can work together to create a lethal
shock once every 1d4 rounds. This effect has a radius of 20 feet,
centered on any one contributing lizard. All creatures within that
radius take 2d8 points of lethal electricity damage for each lizard
contributing to the shock, to a maximum of 12d8. A Reflex save (DC 10 +
the number of lizards contributing) halves the damage.