Shock Dog by Bobby
Small Magical Beast (Electricity)
Hit Dice: 2d10+8 (19 hp)
Initiative: +4 (+4 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 21 (+4 Dex, +7 natural), touch 14, flat-footed 17
Base Attack/Grapple: +2/+6
Attack: Bite +6 melee (1d6 +4)
Full Attack: Bite +6 melee (1d6 +4) and claw +1 melee (1d4 +2) and slam +1 melee (1d4 +2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, paralysis, ray
Special Qualities: Alternate form, darkvision 60ft., fast healing 2, low-light vision, resistance to energy, scent
Saves: Fort +7, Ref +7, Will +7
Abilities: Str 19, Dex 19, Con 19, Int 25, Wis 25, Cha 19
Skills: Concentration +4, Escape Artist +14, Gather Information +24, Heal +7, Knowledge (dungeoneering) +17, Knowledge (nature) +7, Knowledge (the planes) +12, Listen +7, Search +7, Spot +7, Survival +7, Sense motive +7
Feats: Track

Environment: Temperate,Warm land,plains,forests,hills,mountains,marshes
Organization: Single, Duo, or Set (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral good
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: +5


A black or tan dog with small amounts of electricity jolting out its body randomly.

A shock dog is about 2 1/2 feet high and about 3 feet long. It is black or tan and electricty randomly jumps from its body. It has the build of a hound and a big, fluffy mane around his neck. This dog eats mostly insects, small animals and vegetables. They spend their time meditating and finding good aligned companions to help. They can be found anywhere and the best way to catch one is to approach calmly and say, carrying a small gem or gift, ,A shock dog is about 2 1/2 feet high and about 3 feet long. It is black or tan and electricty randomly jumps from its body. It has the build of a hound and a big, fluffy mane around his neck. This dog eats mostly insects, small animals and vegetables. They spend their time meditating and finding good aligned companions to help. They can be found anywhere and the best way to catch one is to approach calmly and say, carrying a small gem or gift, "I would like your companionship. I am good aligned." They have sense motive and will no help anyone with bad motives.

Combat
A Shock Dog is a calm creature and does not like to fight. However, when attacked it will uses its slam attack and then stop the opponent with its breath weapon or electricity ray.


Breath Weapon (Su): A breath weapon attack usually deals damage and is often based on some type of energy.Such breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature’s racial HD + breathing creature’s Con modifier; the exact DC is given in the creature’s descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save.
Paralysis (Su): This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (the DC is given in the creature’s description). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.
Ray (Su): This form of special attack works like a ranged attack. Hitting with a ray attack requires a successful ranged touch attack roll, ignoring armor, natural armor, and shield and using the creature’s ranged attack bonus. Ray attacks have no range increment. The creature’s descriptive text specifies the maximum range, effects, and any applicable saving throw.
Alternate Form (Su): A creature with this special quality has the ability to assume one or more specific alternate forms. This ability works much like the polymorph spell, except that the creature is limited to the forms specified, and does not regain any hit points for changing its form. Assuming an alternate form results in the following changes to the creature:

  • The creature retains the type and subtype of its original form. It gains the size of its new form.
  • The creature loses the natural weapons, natural armor, movement modes, and extraordinary special attacks of its original form.
  • The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
  • The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
  • The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form.
  • The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form.
  • The creature retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
  • The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
  • The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    Fast Healing (Ex): A creature with the fast healing special quality regains hit points at an exceptionally fast rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.
    Resistance to Energy (Ex): A creature with this special quality ignores some damage of the indicated type each time it takes damage of that kind (commonly acid, cold, fire, or electricity). The entry indicates the amount and type of damage ignored.
    Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.When a creature detects a scent, the exact location of the source is not revealed
  • only its presence somewhere within range. The creature can take a move action to note the direction of the scent.Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

    Society
    A Shock Dog lives by itself, wih a mate, or up to five pups. They are friendly to any humanoid with good intentions. They are friends with other Shock Dog as long as they're in the same territory. They can become friendly with others outside their territory.

    This creature has not yet been play tested.
    This is not a kender type creature.

     



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