Electric EelCreature 1
Source Pathfinder Monster Core
Perception +4 (low light vision)
Languages none
Skills Athletics +6, Stealth +7
Str +1, Dex +2, Con +2, Int -5, Wis +1, Cha -1
AC 16; Fort +7; Reflex +7; Will +4;
HP 18
Speed 5 feet (swim 30 feet)
Resistances Electricity 7
Jaws
+6 (+1, -4) to hit (unarmed) 1d6+3 PiercingTail
+6 (+2, -2) to hit (agile) 1d4+1 Bludgeoning + 1d4 ElectricityStunning Shock (incapacitation)
A creature critically hit by the electric eel's tail must attempt a DC 17 fortitude save.
Critical Success The creature is unaffected.
Success The creature is Stunned 1.
Failure The creature is Stunned 2.
Critical Failure The creature is Stunned 3.
Usually found in freshwater rivers and lakes, an electric eel is not particularly aggressive, but its ability to stun predators and prey alike can be dangerous to larger creatures searching for their next meal. Electric eels are more closely related to catfish than to other eels.
Although these long, narrow fish share similarities in appearance, eels are a diverse group of creatures.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.
AquaticAquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.