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Lizard, Shocker

Shocker Lizard Creature2

N Small Animal

Senses Perception +7; low-light vision, greater electrolocation 20 feet

Skills Acrobatics +8, Athletics +5, Stealth +8

Str +1, Dex +4, Con +3, Int -4, Wis +3, Cha +0

Greater Electrolocation A shocker lizard can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute.

AC 18; Fort +7, Ref +10, Will +7

HP 32; Immunities electricity

Speed 35 feet, climb 15 feet, swim 15 feet

Melee [one-action] jaws +10 (agile, finesse), Damage 1d8+3 piercing

Ranged [one-action] shock +10 (nonlethal, range increment 5 feet), Damage 2d6 electricity

Amplify Voltage [reaction] Trigger A shocker lizard within 20 feet makes a shock Strike or uses Discharge; Effect The shocker lizard lends some of its electrical power to the nearby lizard. This either causes the other lizard’s shock Strike to lose the nonlethal trait or increases the DC of its Discharge to 20.

Discharge [two-actions] (electricity) The shocker lizard releases a blast of lightning from its body. Creatures within a 10-foot emanation take 3d6 electricity damage (DC 18 basic Reflex save). The shocker lizard can’t use Discharge for 1d4 rounds.

Shocking Burst [three-actions] (electricity, evocation, primal) The shocker lizard hunkers down and begins to spark with electricity, which it releases in a 10-foot emanation that deals 3d8 electricity damage (DC 18 basic Reflex save). The shocker lizard can’t use Shocking Burst again for 1 minute. Up to four shocker lizards can combine their Shocking Bursts. In this case, the lizards can delay the release of their electricity until any other shocker lizard within 30 feet completes its Shocking Burst. The combined Shocking Bursts create an emanation with the combined area from all participating shocker lizards. For each additional shocker lizard that joins the burst, the damage increases by 3d8 and the save DC increases by 1 (to a maximum of four lizards dealing 12d8 damage with a DC 21 save).


These brightly colored reptiles share the rough size and pack mentality of guard dogs, roaming in small groups. Shocker lizards have specialized glands under their scales that accumulate static electricity, and they can unleash blasts of lightning strong enough to harm significantly larger foes. Though they’re meek and docile when encountered alone, shocker lizards are significantly more aggressive in packs, when they can amplify each other’s electrical attacks.

Shocker lizards are notoriously difficult to domesticate because they’re dangerously hostile as part of a pack, but will also swiftly wither and die if kept alone in captivity without constant attention. A shocker lizard is 3 feet long and weighs 25 pounds.

Kobolds are particularly fond of using shocker lizards in their trap designs, although such traps rarely keep the shocker lizards’ safety and comfort in mind, forcing these cruel but creative kobolds to constantly replace the permanently restrained lizards they’ve set up to defend their lairs.

Section 15: Copyright Notice

Pathfinder Bestiary 2 (Second Edition) © 2020, Paizo Inc.; Authors: Alexander Augunas, Dennis Baker, Jesse Benner, Joseph Blomquist, Logan Bonner, Paris Crenshaw, Adam Daigle, Jesse Decker, Darrin Drader, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Keith Garrett, Scott Gladstein, Matthew Goodall, T.H. Gulliver, BJ Hensley, Tim Hitchcock, Vanessa Hoskins, James Jacobs, Brian R. James, Jason Keeley, John Laffan, Lyz Liddell, Colm Lundberg, Ron Lundeen, Jason Nelson, Randy Price, Jessica Redekop, Patrick Renie, Alistair Rigg, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Amber Stewart, Jeffrey Swank, Russ Taylor, and Jason Tondro.