Difference between revisions of "Shocker Lizard, Civilized (3.5e Race)"

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{{author
 
{{author
|author_name=<!-- Insert your name here. -->ErikOfWiki
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|author_name=ErikOfWiki
|date_created=<!-- Insert date here. Month Day Year. -->Jun 8, 2022
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|date_created=Jun 8, 2022
|status=<!-- Insert idea's status here. -->Finishing touches.
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|status=Complete.
 
|editing=Clarity and Spelling  
 
|editing=Clarity and Spelling  
  
 
}}
 
}}
  
==<!-- Insert Race Name -->Shocker Lizard (Civilized)==
+
==Shocker Lizard, Civilized==
  
  
[[Summary::<!-- Write a short one or two sentence summary of your race here. This will show up on the navigation page.-->]]Shocker lizards originally were printed in 3rd edition with an intelligence score of 5, indicating a greater than animal intelligence. This was errata'd to 2, which in my mind was the real mistake. This writeup is for a the intelligent shocker lizard.  
+
[[Summary::Shocker lizards found in the Monster Manual are feral. These are more socialized creatures with less impressive physical traits. Feral specimens use the attributes listed for the shocker lizard in the SRD.]]Shocker lizards originally were printed in 3rd edition with an intelligence score of 5, indicating a greater than animal intelligence. This was errata'd to 2, which in my mind was the real mistake. This writeup is for the intelligent shocker lizard. The Lethal Shock ability is a neat idea for group hunting, and is a fairly novel way to cooperate, but it is straight up broken as 12d8 is not acceptable for 6x CR 2 creatures, so this race includes a fix for that as well.
  
 
A group of shocker lizards is called a bolt.  
 
A group of shocker lizards is called a bolt.  
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===Personality===
 
===Personality===
  
<!-- Insert here how your race tends to act in a normal day. -->A typical day for shocker lizards involves relaxing on tree branches or playing in waters. They live a fairly idyllic life in nature. It is the rare shocker lizard that feels their life will be more fulfilling by striking out on their own.
+
A typical day for shocker lizards involves relaxing on tree branches or playing in waters. They live a fairly idyllic life in nature. It is the rare shocker lizard that feels their life will be more fulfilling by striking out on their own.
  
 
===Physical Description===
 
===Physical Description===
  
<!-- Insert here your race's average height, weight, skin color, eye color, and other such physical features which might include forms of common clothing, typical gear, and posturing. -->A shocker lizard has a pale gray or blue underside, shading to a darker hue on its back. It has blue-black markings along its back and tail. A young shocker lizard is about 1 foot tall at the shoulder and weighs about 25 pounds. As shocker lizards age they may go through an additional growth cycle instead of advancing in age category, where they gorge on food and rest for weeks, advancing to Medium size, later on this growth cycle may be repeated, advancing to Large size and sprouting 2 additional legs while developing a more powerful electrical discharge, and finally, some paragons evolve into Behir.
+
A shocker lizard has a pale gray or blue underside, shading to a darker hue on its back. It has blue-black markings along its back and tail. A young shocker lizard is about 1 foot tall at the shoulder and weighs about 25 pounds. As shocker lizards age they may go through an additional growth cycle instead of advancing in age category, where they gorge on food and rest for weeks, advancing to Medium size, later on this growth cycle may be repeated, advancing to Large size and sprouting additional limbs while developing a more powerful electrical discharge, and finally, some paragons evolve into Behir.
  
 
===Relations===
 
===Relations===
  
<!-- Insert here how your race gets along with other races and detail why. -->Shocker lizards do not have a sophisticated society, but they are social. They are pack hunters who had no evolutionary pressure to develop technology, relying on their ability to bring down prey with electrical discharges. Most humanoids treat shocker lizards as animals despite their intelligence. Feral shocker lizards have no language, communicating simple concepts via gestures and electrical fields. Civilized shocker lizards also learn Common and use it to communicate with fellow shocker lizards as well as outsiders.
+
Shocker lizards do not have a sophisticated society, but they are social. They are pack hunters who had no evolutionary pressure to develop technology, relying on their ability to bring down prey with electrical discharges. Most humanoids treat shocker lizards as animals despite their intelligence. Feral shocker lizards have no language, communicating simple concepts via gestures and electrical fields. Civilized shocker lizards also learn Common and use it to communicate with fellow shocker lizards as well as outsiders.
  
 
===Alignment===
 
===Alignment===
  
<!-- Insert here the alignment, if any, your race chooses the most often. -->Most shocker lizards tend toward Neutral.
+
Most shocker lizards tend toward Neutral.
  
 
===Lands===
 
===Lands===
  
<!-- Insert here the areas your race feels most comfortable living in. You may wish to include information on their cities or culture as well. -->Shocker lizards prefer rain forests, warm climates with trees they can climb and waters they can swim in. Their hunting territory can be quite large as they will roam for hours seeking out prey to surround and bring down with their shock attacks.
+
Shocker lizards prefer rain forests, warm climates with trees they can climb and waters they can swim in. Their hunting territory can be quite large as they will roam for hours seeking out prey to surround and bring down with their shock attacks.
  
 
===Religion===
 
===Religion===
  
<!-- Insert here the Religion(s) your race practices. -->Civilized shocker lizards practice a simple religion worshiping the Current, a mystical force of nature associated with change and fate. Important decisions facing a bolt of shocker lizards may be decided by choosing a champion for each side and dueling, usually via grappling to submission or unconsciousness, to determine the victor and righteous course of action. These duels almost never result in death. Clerics of the Current may select from the domains- Community, Luck, Protection, Scalykind, or Water.
+
Civilized shocker lizards practice a simple religion worshiping the Current, a mystical force of nature associated with change and fate. Important decisions facing a bolt of shocker lizards may be decided by choosing a champion for each side and dueling, usually via grappling to submission or unconsciousness, to determine the victor and righteous course of action. These duels almost never result in death. Clerics of the Current may select from the domains- Community, Luck, Protection, Scalykind, or Water.
  
 
===Language===
 
===Language===
  
<!-- Insert here the Language(s) your race speaks. Languages are capitalized, such as Common, Giant, and Abyssal. -->Common
+
Common
  
 
===Names===
 
===Names===
  
<!-- Insert the way your race acquires names. You may wish to include sample names as well. -->Shocker lizard names are in common and usually nicknames given by their fellow bolt members from simple descriptors of their behavior or appearance: Stubnose, White Stripes, Long Fang, Chases Tail, and so forth.
+
Shocker lizard names are in Common and usually nicknames given by their fellow bolt members from simple descriptors of their behavior or appearance: Stubnose, White Stripes, Long Fang, Chases Tail, and so forth.
  
 
===Racial Traits===  
 
===Racial Traits===  
  
 
{{3.5e Racial Traits
 
{{3.5e Racial Traits
|name=<!-- The name of your race. -->Shocker Lizard (Civilized)
+
|name=Civilized Shocker Lizard
  
<!-- If your race does not have any racial attribute modifiers, delete the attrib lines below. Otherwise, place one attrib modifier per line. -->
 
|attribbonus1=<!-- "+2", "-2", or appropriate racial attribute modifier. -->+2
 
|attrib1=<!-- The attribute that the bonus applies to. Options include single attributes like "Strength", selectable options like "Strength or Constitution". If the bonus can be applied to any attribute, leave this entry blank or delete it entirely. -->Dexterity
 
  
<!--Additional attrib lines are available, from 2 through 6. Copy and paste the below section and update the numbers as needed to add additional special abilities to your race. -->
+
|attribbonus1=+2
 +
|attrib1=Dexterity
 +
 
 
|attribbonus2=+2
 
|attribbonus2=+2
 
|attrib2=Constitution
 
|attrib2=Constitution
  
<!--Additional attrib lines are available, from 2 through 6. Copy and paste the below section and update the numbers as needed to add additional special abilities to your race. -->
 
 
|attribbonus3=-2
 
|attribbonus3=-2
 
|attrib3=Intelligence
 
|attrib3=Intelligence
  
<!--Additional attrib lines are available, from 2 through 6. Copy and paste the below section and update the numbers as needed to add additional special abilities to your race. -->
 
 
|attribbonus4=-2
 
|attribbonus4=-2
 
|attrib4=Charisma
 
|attrib4=Charisma
  
|attribfluff=<!-- Fluff about why the race has the modifiers they do. Can also hold weird modifiers not supported above, but they will not appear on the nav page without specialized formatting. Not required. -->Shocker lizards found in the Monster Manual are feral. These are more socialized creatures with less impressive physical traits. Feral specimens use the attributes listed for the shocker lizard in the SRD.
+
|attribfluff=Shocker lizards found in the Monster Manual are feral. These are more socialized creatures with less impressive physical traits. Feral specimens use the attributes listed for the shocker lizard in the SRD.
  
|type=<!-- Racial type. Defaults to "Humanoid" if the line is removed. -->Magical Beast
+
|type=Magical Beast
|subtype=<!-- Racial subtype(s), if they have any. Not required. -->Electric
+
|subtype=Electricity
|typefluff=<!-- Fluff about why they are this type. Not required. -->
+
|typefluff=
  
|size=<!-- Size of the race, generally "Medium" or "Small". -->Small
+
|size=Small
|basespeed=<!-- "30", or whatever their base move rate is. -->40
+
|basespeed=20
|othermove=<!-- Additonal movement types or descriptions. -->climb 20 ft., swim 20 ft.
+
|othermove=climb 20 ft., swim 20 ft.
  
  
|vision=<!-- "darkvision" or "low-light". Delete this line if the race has no special vision. -->darkvision
+
|vision=darkvision
|darkdist=<!-- "60", or whatever distance their darkvision extends to. Delete this line if vision is not set to "darkvision". -->60
+
|darkdist=60
  
|specialtext1=<!-- Description of special ability. -->Shocker lizards automatically detect any electrical discharges within 100 feet.  
+
|specialtext1=Shocker lizards automatically detect any electrical discharges within 100 feet.  
|special1=<!-- Name of special ability if appropriate, like "Stonecunning". Not required. -->Electricity Sense
+
|special1=Electricity Sense
|specialtype1=<!-- Ability type, like "Ex", "Su", "Sp", or "Ps". Not required. -->Ex
+
|specialtype1=Ex
  
<!--Additional special lines are available, from 2 through 16. Copy and paste the below section and update the numbers as needed to add additional special abilities to your race -->
+
|specialtext2=Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal electricity damage to living opponents (Reflex save for half). The save DC is Constitution-based.  
|specialtext2=Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex save for half). The save DC is Constitution-based.  
 
 
|special2=Stunning Shock
 
|special2=Stunning Shock
 
|specialtype2=Su
 
|specialtype2=Su
  
|specialtext3=Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + number of lizards contributing) reduces the damage by half.  
+
|specialtext3=Once per day, whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on each contributing lizard. The shock deals 4d8 points of electricity damage. A Reflex save (DC 10 + number of lizards contributing) reduces the damage by half. This ability overrides Lethal Shock from a feral Shocker Lizard.
 
|special3=Lethal Shock
 
|special3=Lethal Shock
 
|specialtype3=Su
 
|specialtype3=Su
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|specialtype5=Ex
 
|specialtype5=Ex
  
|specialtext6=Shocker lizards have a +4 racial bonus on Hide checks due to their coloration. Shocker lizards have a +2 racial bonus on Listen and Spot checks.  
+
|specialtext6=Shocker lizards have a +4 racial bonus on Hide checks due to their coloration; this bonus is lost if wearing clothing or armor over their body's scales. Shocker lizards have a +2 racial bonus on Listen and Spot checks.  
 
|special6=Skills
 
|special6=Skills
 
|specialtype6=
 
|specialtype6=
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|specialtext8=A shocker lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.  
 
|specialtext8=A shocker lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.  
 
|specialtext9=A shocker lizard 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.  
 
|specialtext9=A shocker lizard 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.  
 +
 +
|special10=Inhuman Form
 +
|specialtext10=Shocker lizards are not of humanoid form, and thus wear armor as a non-humanoid creature (twice the base cost).  In addition, they lack specialized gripping hands and cannot easily wield weapons or use tools, taking a -4 penalty on checks associated with hand-held weapons or hand-held tools. This limitation can be reduced by taking the [[Dexterous_(3.5e_Feat)|Dexterous]] feat.
 +
 +
|special11=Quadrupedal Movement
 +
|specialtext11=If both of their hands are free, then the civilized shocker lizard can gain +10' to their base movement speed by moving as a quadruped.
  
  
|autolanguage=<!-- Languages that the race begins with. Defaults to "Common" if the line is removed. -->Common
+
|autolanguage=Common
|bonuslanguage=<!-- Bonus languages that the race can select with their Int bonus. Defaults to "None" if the line is removed. -->Any (except secret languages)
+
|bonuslanguage=Any (except secret languages)
|favoredclass=<!-- Class names, as they appear on the wiki. Multiple classes may be separated by 'or'. Example: "Wizard" and "Barbarian or Berserker". Leave blank for "Any" -->Any
+
|favoredclass=
|la=<!-- "0", or the level adjustment of the race. Defaults to "0" if the line is removed. -->0
+
|la=0
|ecl=<!-- "1", or the ECL (sum of Racial Hit Dice (min 1) and Level Adjustment) of the race. Defaults to "1" if the line is removed. -->1
+
|ecl=1
 
}}
 
}}
 
  
 
===Vital Statistics===
 
===Vital Statistics===
  
 
{{3.5e Racial Starting Age
 
{{3.5e Racial Starting Age
|name=<!-- insert race name -->Shocker Lizard (Civilized)
+
|name=Civilized Shocker Lizard
|start=<!-- Starting age for PCs. -->9
+
|start=9
|simple=<!-- Age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) -->1d4
+
|simple=1d4
|moderate=<!-- Age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) -->1d8
+
|moderate=1d8
|complex=<!-- Age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) -->2d6}}  
+
|complex=1d10}}  
  
 
{{3.5e Racial Aging Effects
 
{{3.5e Racial Aging Effects
|name=<!-- insert race name -->Shocker Lizard (Civilized)
+
|name=Civilized Shocker Lizard
|middle=<!-- starting age for middle age -->20
+
|middle=20
|old=<!-- starting age for old age -->30
+
|old=30
|venerable=<!-- starting age for venerable age -->40
+
|venerable=40
|maximum=<!-- max age modifier -->1d20}}  
+
|maximum=1d20}}  
In lieu of aging effects, the shocker lizard may opt to enter their growth cycle and advance using the paragon shocker lizard feats.
+
In lieu of aging effects, the shocker lizard may opt to enter their growth cycle and advance using the [[Shocker Lizard, Paragon (3.5e Feat)|Paragon Shocker Lizard]] feat.
  
 
{{3.5e Racial Height and Weight
 
{{3.5e Racial Height and Weight
|name=<!-- insert race name -->
+
|name=Civilized Shocker Lizard
|mHeightBase=<!-- male base feet height -->1' <!-- inches -->3"
+
|mHeightBase=1' 3"
|mHeightMod=<!-- male height modifier -->1d6
+
|mHeightMod=1d6"
|mWeightBase=<!-- male base weight -->25
+
|mWeightBase=25
|mWeightMod=<!-- male weight modifier -->1
+
|mWeightMod=1
|fHeightBase=<!-- female base feet height -->1' <!-- inches -->3"
+
|fHeightBase=1' 3"
|fHeightMod=<!-- female height modifier -->1d4
+
|fHeightMod=1d4"
|fWeightBase=<!-- female base weight -->25
+
|fWeightBase=25
|fWeightMod=<!-- female weight modifier -->1}}  
+
|fWeightMod=1}}  
  
  

Latest revision as of 00:12, 10 January 2024


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Author: ErikOfWiki (talk)
Date Created: Jun 8, 2022
Status: Complete.
Editing: Clarity and Spelling
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Shocker Lizard, Civilized[edit]

Shocker lizards found in the Monster Manual are feral. These are more socialized creatures with less impressive physical traits. Feral specimens use the attributes listed for the shocker lizard in the SRD.Shocker lizards originally were printed in 3rd edition with an intelligence score of 5, indicating a greater than animal intelligence. This was errata'd to 2, which in my mind was the real mistake. This writeup is for the intelligent shocker lizard. The Lethal Shock ability is a neat idea for group hunting, and is a fairly novel way to cooperate, but it is straight up broken as 12d8 is not acceptable for 6x CR 2 creatures, so this race includes a fix for that as well.

A group of shocker lizards is called a bolt.

Personality[edit]

A typical day for shocker lizards involves relaxing on tree branches or playing in waters. They live a fairly idyllic life in nature. It is the rare shocker lizard that feels their life will be more fulfilling by striking out on their own.

Physical Description[edit]

A shocker lizard has a pale gray or blue underside, shading to a darker hue on its back. It has blue-black markings along its back and tail. A young shocker lizard is about 1 foot tall at the shoulder and weighs about 25 pounds. As shocker lizards age they may go through an additional growth cycle instead of advancing in age category, where they gorge on food and rest for weeks, advancing to Medium size, later on this growth cycle may be repeated, advancing to Large size and sprouting additional limbs while developing a more powerful electrical discharge, and finally, some paragons evolve into Behir.

Relations[edit]

Shocker lizards do not have a sophisticated society, but they are social. They are pack hunters who had no evolutionary pressure to develop technology, relying on their ability to bring down prey with electrical discharges. Most humanoids treat shocker lizards as animals despite their intelligence. Feral shocker lizards have no language, communicating simple concepts via gestures and electrical fields. Civilized shocker lizards also learn Common and use it to communicate with fellow shocker lizards as well as outsiders.

Alignment[edit]

Most shocker lizards tend toward Neutral.

Lands[edit]

Shocker lizards prefer rain forests, warm climates with trees they can climb and waters they can swim in. Their hunting territory can be quite large as they will roam for hours seeking out prey to surround and bring down with their shock attacks.

Religion[edit]

Civilized shocker lizards practice a simple religion worshiping the Current, a mystical force of nature associated with change and fate. Important decisions facing a bolt of shocker lizards may be decided by choosing a champion for each side and dueling, usually via grappling to submission or unconsciousness, to determine the victor and righteous course of action. These duels almost never result in death. Clerics of the Current may select from the domains- Community, Luck, Protection, Scalykind, or Water.

Language[edit]

Common

Names[edit]

Shocker lizard names are in Common and usually nicknames given by their fellow bolt members from simple descriptors of their behavior or appearance: Stubnose, White Stripes, Long Fang, Chases Tail, and so forth.

Racial Traits[edit]

  • +2 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma: Shocker lizards found in the Monster Manual are feral. These are more socialized creatures with less impressive physical traits. Feral specimens use the attributes listed for the shocker lizard in the SRD.
  • Magical Beast (Electricity) 
  • Small: As a Small creature, a civilized shocker lizard gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
  • Civilized Shocker Lizard base land speed is 20 feet. climb 20 ft., swim 20 ft. 
  • Darkvision: A civilized shocker lizard can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a civilized shocker lizard can function just fine with no light at all. 
  • Electricity Sense (Ex): Shocker lizards automatically detect any electrical discharges within 100 feet. 
  • Stunning Shock (Su): Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal electricity damage to living opponents (Reflex save for half). The save DC is Constitution-based. 
  • Lethal Shock (Su): Once per day, whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on each contributing lizard. The shock deals 4d8 points of electricity damage. A Reflex save (DC 10 + number of lizards contributing) reduces the damage by half. This ability overrides Lethal Shock from a feral Shocker Lizard. 
  • Electricity Immunity (Ex): A civilized shocker lizard has immunity to electricity damage and electricity effects. 
  • Natural Armor (Ex): A civilized shocker lizard has +1 Natural Armor. 
  • Skills: Shocker lizards have a +4 racial bonus on Hide checks due to their coloration; this bonus is lost if wearing clothing or armor over their body's scales. Shocker lizards have a +2 racial bonus on Listen and Spot checks. 
  • Shocker lizards use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. 
  • A shocker lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. 
  • A shocker lizard 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. 
  • Inhuman Form: Shocker lizards are not of humanoid form, and thus wear armor as a non-humanoid creature (twice the base cost). In addition, they lack specialized gripping hands and cannot easily wield weapons or use tools, taking a -4 penalty on checks associated with hand-held weapons or hand-held tools. This limitation can be reduced by taking the Dexterous feat. 
  • Quadrupedal Movement: If both of their hands are free, then the civilized shocker lizard can gain +10' to their base movement speed by moving as a quadruped.
  • Automatic Languages: Common
  • Bonus Languages: Any (except secret languages)
  • Favored Class: Any
  • Level Adjustment: +0
  • Effective Character Level: 1

Vital Statistics[edit]

Table: Civilized Shocker Lizard Random Starting Ages
Adulthood Simple Moderate Complex
9 years +1d4 +1d8 +1d10
Table: Civilized Shocker Lizard Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
20 years 30 years 40 years +1d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

In lieu of aging effects, the shocker lizard may opt to enter their growth cycle and advance using the Paragon Shocker Lizard feat.

Table: Civilized Shocker Lizard Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 1' 3" +1d6" 25 lb. × (1) lb.
Female 1' 3" +1d4" 25 lb. × (1) lb.



Back to Main Page3.5e HomebrewRaces

AuthorErikOfWiki +
Effective Character Level1 +
Favored ClassAny +
Identifier3.5e Race +
Level Adjustment0 +
Racial Ability Adjustments+2 Dexterity +, +2 Constitution +, -2 Intelligence + and -2 Charisma +
RatingUnrated +
SizeSmall +
SubtypeElectricity +
SummaryShocker lizards found in the Monster Manual are feral. These are more socialized creatures with less impressive physical traits. Feral specimens use the attributes listed for the shocker lizard in the SRD. +
TitleShocker Lizard, Civilized +
TypeMagical Beast +