CER 14 (OR 8 and PR 6)
Everyone’s
hair stood on and as they approached the green reptile. Arcs of bluish-white
light dances across its skin. Thankfully there was only one, or things would
get hairy fast.
A three-foot long lizard with bright green scales and a yellow
underbelly, the shocker lizard is a unique and frightening predator. It gets
its name from its ability to discharge an electrical shock that can stun or kill
prey. Alone, they are a nuisance, but a nest of shocker lizards rapidly grows
to pose a lethal threat to any party!
ST: 7 HP:
7 Speed:
6.00
DX: 12 Will:
10 Ground
Move: 6
IQ: 3 Per:
12 Water Move: 6
HT: 12 FP:
12 SM:
-2
Dodge:
10 Parry:
N/A DR:
2
Bite (14): 1d-2 crushing.
Reach C.
Shock: 1d-3 lethal
electrical damage. Reach C. If two or more shocker lizards are within 2 yards
of each other, damage is increased by 1 per lizard present and the attack gains the Explosion 3 enhancement – divide damage by
the distance from the nearest lizard to any one victim!
Electric Sense: Shocker
lizards can detect animal life with a successful Per roll, but not well enough
to target it with an attack – it can only tell the general direction and SM of
the animal.
Traits: Acute Smell 3; Bully (12); Cold Blooded (65°);
Combat Reflexes; Discriminatory Smell; Gluttony (12); Jaw ST +2; Night Vision
9; Perfect Balance; Peripheral Vision; Quadruped; Terrain Adaptation
(Undergrowth).
Features: Born Biter.
Skills: Brawling-14;
Intimidation-11; Stealth-13; Swimming-12; Wrestling-14.
No comments :
Post a Comment