Shocker

elemental · CR 11 · from Net Monstrous Compendium · by Allan J. Mikkola
Shocker
StatisticValue
Climate/TerrainAny
FrequencyVery rare
OrganizationSolitary
Activity CycleAny
DietElectricity
IntelligenceExceptional (15-16)
TreasureNil
AlignmentNeutral (chaotic)
No. of Appearing1
Armor Class-2
Move18
Hit Dice16 or 24
THAC016 HD: 6; 24 HD: 5
No. of Attacks2 + special
Damage/Attack16 HD: 1-8 + 16 / 1-8 + 16; 24 HD: 1-8 + 24 / 1-8 + 24
Special AttacksLightning
Special DefensesSee below
Magic Resistance25%
SizeL (12'-14' tall)
MoralFanatic (17-18)
XP Value16 HD: 14,000; 24 HD: 18,000

Description

Shockers are residents of the quasi-elemental plane of lightning; they are most often encountered on their home plane, but they may also be found on the prime material planes as well. Unlike most elementals, they are capable of traveling to the prime planes on their own (without being summoned), and are able to exist there for extended periods of time. However, shockers may enter the prime planes only via a natural lightning bolt, such as during a lightning storm, and on rare occasions, have even been known to enter through a call lightning spell (this is the only lightning-based spell that is capable of doing this; devices such as a wand of lightning may not do so either.) A shocker has 24 HD on its home plane, but they are reduced to 16 HD on the prime planes, due to absense of the energy they thrive on.

Shockers are slightly different in appearance from other lightning quasi-elementals: they appear as a sheet of shimmering blue energy of a vaguely humanoid shape. However, they possess a limited shape-change ability that allows them to take the form of a human, elf, or half-elf five times a month. When encountered on a prime material plane, they will take the shape of a humanoid 75% of the time. When in this form, they appear indistinguishable from real humanoids; however, a detect magic spell will reveal a faint blue shimmering of alteration and evocation magic, and a true seeing spell, a gem of seeing, or other similar magic will show the creature's true form. The origin of this shape-change ability is unknown. A shocker will always appear in its natural form on its home plane.

Combat

When attacking, a shocker uses its two "hands" to deliver two viscous shocking grasps, each doing 1d8+16 (or 1d8+24) points of damage. In addition, a shocker can emit lightning attacks of up to 30d6 points of damage per day. A single bolt can inflict 5d6 or 10d6 hit points of damage, and either one or two bolts can be discharged per round. A bolt may originate from anywhere on the shocker's body, so an attack can be made in any direction; however, these attacks usually eminate from the hands, mouth or eyes so as to duplicate spells, breath attacks, and/or gaze attacks (this is especially true if the shocker is in humanoid form.)

Shockers also have several special defenses: a +2 or better weapon is required to score a hit on one, and a creature with fewer than 5 hit dice cannot harm a shocker without some sort of magical assistance. They are also immune to lightning and all types of electrical attacks, as well as air and weather-based magic. Any creature scoring a hit on a shocker in melee will suffer 1d8 points of damage (save vs. spell for half damage) unless the attack is made via a non-conductor.

Habitat

Shockers are not natives of the prime material planes, but can be found wandering in any climate or terrain (though they dislike rain), usually near civilization. They normally use their shape-change ability to fit into their surroundings. Shockers often take an interest in the affairs of humans and demihumans and they seem to take pleasure in antagonizing them in any way they can. There are many speculations as to the reason for this type of behavior, but no one knows their true motives. For some reason, they seem to ignore dwarves and gnomes.

Not much is known of the origin, behavior, or social structure of these creatures. It is thought that they are composed of pure energy, but this is only speculation.

Ecology

There is a 2% chance that a conjure air elemental spell, staff, or similar device will summon a shocker instead of an air elemental. Shockers encountered in this manner will be in their natural form 95%of the time. The summoner has only a 5% chance per level over 6 of successfully controlling a shocker conjurered in this manner (to a maximum of 90%. Also, there is a 10% chance per round that control will be lost, in which case the shocker will immediately attack the summoner and his or her party. Devices which control or protect against normal elementals do not work on shockers; dismissal, banishment, and similar spells and devices have a 20% chance of failing even if the shocker fails its magic resistance roll and saving throws.

It is rumored that magics exist that will summon and/or control a shocker directly; these are said to give results similar to the more common elemental-related devices.

All 820 monsters in the Netbook Bestiary