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Summoned Creature: Electric Eel

Electric Eel CR 2
XP —
N Small celestial/ fiendish animal
Init +6; Senses darkvision 60 ft., low-light vision ; Perception +4

DEFENSE

AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 17 [21] (2d8+8) [ 2d8+12 ]
Fort +7 [+9], Ref +5, Will +0
SR 7
Resist Electricity 10
Celestial – Resist Acid, Cold, and Electricity 5
Fiendish – Resist Cold and Fire 5

OFFENSE

Speed 5 ft., swim 30 ft.
Melee bite +3 [+5] (1d6+1) [ 1d6+3] and tail –2 [+0] touch (1d6 electricity)
Special Attack Smite evil/good

STATISTICS

Str 13 [17], Dex 14, Con 19 [23], Int 1, Wis 10, Cha 6
Base Atk +1; CMB +1 [+3]; CMD 13 [15] (can’t be tripped)
Feats Improved Initiative
Skills Escape Artist +10, Perception +4, Stealth +10, Swim +9 [+11]; Racial Modifiers +8 Escape Artist

SPECIAL ABILITIES

Electricity (Ex) An electric eel can produce a powerful jolt of electricity from its tail, delivering the jolt with a successful touch attack. On a critical hit, the creature struck must make a DC 15 [17] Fortitude save or be stunned for 1d4 rounds. The save DC is Constitution-based.

Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.