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 6Base 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. |