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Eel, Electric (3pp)

The serpentine creature moves sinuously through the water, the tip of its tail sparking with an electrical discharge.

Electric Eel CR 2

XP 600
N Large animal (aquatic)
Init +4; Senses low-light vision, scent; Perception +8


AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, –1 size)
hp 22 (4d8+4)
Fort +5, Ref +8, Will +2
Immune electricity


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.


Electricity (Ex)

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.

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