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Electric Eel

by Jamie Baty

X7 29, DMR2 36
Medium Animal (Aquatic)
Hit Dice: 2d8 (9 hp)
Initiative: +4 (+4 Dex)
Speed: swim 40 ft. (8 squares)
Armour Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/-1
Attack: Bite -1 melee (1d4 -2)
Full Attack: Bite -1 melee (1d4 -2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Jolt
Special Qualities: Blindsense 30ft, immune to electricity, low-light vision
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 7, Dex 18, Con 11, Int 2, Wis 12, Cha 5
Skills: Listen +4, Spot +4, Swim +9
Feats: Alertness
Environment: Any aquatic
Organisation: Solitary, Pair, or String (2-5)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -

An electric eel can be found in virtually any body of water with a food supply. It usually will hide in thick aquatic vegetation- both as a means to ambush prey and protect itself from larger predators. A normal electric eel can grow up to nine feet long.

Combat
Electric eels generally avoid combat unless directly threatened, and often will flee if hurt. Its favourite tactic is to use its Jolt until all foes are stunned or dead. It will usually only bite disabled foes.

Jolt (Ex): Once every 1d6 rounds, an electric eel can generate a powerful jolt of electricity. Creatures within 5 feet of the eel suffer 3d8 points of electricity damage and is stunned for 1d6 rounds. Those within 10 feet suffer 2d8 points of electricity damage and is stunned for 1d3 rounds. Creatures no farther away than 15 feet suffer 1d8 points of electricity damage and is stunned for 1 round. A DC 11 (Con based) Fortitude save halves this damage and negates any stunning.

Blindsense (Ex): An electric eel uses electrical pulses as a form of echolocation to pinpoint creatures within 30 feet. Opponents still have total concealment against the eel unless it can actually see them.

Skills: An electric eel has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.