The serpentine creature moves sinuously through the water, the tip of its tail sparking with an electrical discharge.
Electric Eel CR 2
Speed swim 40 ft.
Melee bite +7 (1d8)
Space 10 ft.; Reach 5 ft.
Special Attacks electricity (DC 13)
Str 10, Dex 18, Con 12, Int 1, Wis 12, Cha 2
Base Atk +3; CMB +4; CMD 18 (can’t be tripped)
Feats Weapon Finesse, Weapon Focus (bite)
Skills Perception +8, Swim +12; Racial Modifiers Electric eels use their Dexterity modifier for Swim checks.
Once per hour, an electric eel can produce a jolt of electricity in a 10-foot radius centered on its body. Creatures within 5 feet take 3d8 points of electricity damage. Those further away than 5 feet but within 10 feet take 2d8 points of electricity damage. Affected creatures can make a DC 13 Fortitude save to reduce the damage by half. Electric eels are immune to their own electrical attacks and that of other electric eels. The save DC is Constitution-based.
Environment temperate and warm aquatic
Organization solitary or pair
Electric eels resemble snakes ranging from 9 to 20 feet long and weighing 50 to 120 pounds. Its body is grayish-brown and lightens near the head. Small yellow splotches can be seen near the mouth. The electric eel is slimy to the touch and has no scales (the electric eel is not a true eel, but a fish). An electric eel prefers to discharge its electricity when it first enters combat. Those slain or rendered unconscious by the shock are devoured. Should any opponents survive the attack, the eel either flees (if outnumbered) or attacks its remaining foes with its bite.
Eel, Electric from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.