Spark Lasher (CR 2)
Alignment: Usually chaotic evil
Initiative: +1 (Dex); Senses: darkvision 60 ft.
Languages: Aquan and Infernal
AC: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Hit Dice: 3d8+3 (16 hp)
Fort +2, Ref +4, Will +2
Speed: 30 ft., swim 10 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +1
Attack: Tentacle +3 melee touch or bite +3 melee
Full Attack: Tentacle +3 melee touch (3d8 electricity) or bite +3 melee (1d6-1)
Damage: Tentacle 3d8 electricity, bite 1d6-1
Special Attacks/Actions: Electricity damage
Abilities: Str 8, Dex 13, Con 13, Int 12, Wis 8, Cha 13
Special Qualities: immunity to electricity
Feats: Lightning Reflexes; Weapon Finesse
Skills: Hide +1*, Intimidate +7, Survival +5, and Swim +13
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Climate/Terrain: Warm marshes
Organization: Solitary gang (2-5 plus 0, 1, or 2 shambling mounds)
Treasure/Possessions: 1/10 coins; 50% goods; 50% items
Electricity Damage (Su): The touch of a spark lasher's tentacles deals 3d8 points of electricity damage.
Skills: A spark lasher has a +8 racial bonus on any Swim check. 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. *Spark lashers have a +8 bonus on Hide checks when in a marsh
As loners, spark lashers prefer to leap out at unsuspecting intruders. If spotted, a spark lasher may simply submerge to come at the intruders from another direction. In groups, spark lashers try to surround intruders, preferably driving allied shambling mounds before them.
Faced with a creature that has immunity to its electricity, a spark lasher can resort so its feeble bite, but it would rather just flee.