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Shocker Lizard

Small beast, unaligned

Armor Class 14 (natural armor)
Hit Points 16 (3d8 + 3)
Speed 40 ft., climb 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
8 (–1) 15 (+2) 13 (+1) 2 (–4) 8 (–1) 3 (–4)

Senses darkvision 30 ft., passive Perception 13
Languages
Challenge 1/2 (100 XP)

Special Traits

  • Electricity Sense. The shocker lizard automatically detects any electrical discharge within 100 feet.
  • Shock. A shocker lizard’s body generates a potent charge of electricity. A creature that touches the lizard or makes a successful melee attack against it must make a DC 10 Dexterity saving throw, taking 3 (1d4) lightning damage on a failed save, or half as much damage on a successful one. If other shocker lizards are within 20 feet, the fields augment each other to a maximum of 24 (8d4) lightning damage.

ACTIONS

  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and the target must make a DC 10 Dexterity saving throw, taking 2 (1d4) lightning damage on a failed save, or half as much damage on a successful one.

ABOUT

A social beast that dwells in swamps and forests, the shocker lizard can be a suitable familiar for a wizard who specializes in lightning or storm magic. Taking a shocker lizard as a familiar requires an additional material component of 50 gp worth of fulgurite when the find familiar spell is cast.

Section 15: Copyright Notice

Deep Magic for 5th Edition © 2020 Open Design LLC; Authors: Dan Dillon, Chris Harris, and Jeff Lee.