b'Shocker Lizard \n'b'  Small   beast ,  unaligned  \n'b'  Armor Class  14 (natural armor)  Hit Points  16 (3d8 + 3)  Speed  40 ft., climb 20 ft., swim 20 ft.\n'b' STATS STR: 8 (-1) DEX:  15 (+2)  CON:  13 (+1)  INT:  2 (-4)  WIS:  8 (-1)  CHA:  3 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Senses   darkvision  30 ft., passive  Perception  13  Languages  \xe2\x80\x93  Challenge  1/2 (100 XP) \n'b' Special Traits \n'b'   Electricity Sense . The shocker lizard automatically detects any electrical discharge within 100 feet. \n'b'  Shock . A shocker lizard\xe2\x80\x99s body generates a potent charge of electricity. A creature that touches the lizard or makes a successful  melee attack  against it must make a DC 10  Dexterity  saving throw, taking 3 (1d4) lightning damage on a failed save, or half as much damage on a successful one. If other shocker lizards are within 20 feet, the fields augment each other to a maximum of 24 (8d4) lightning damage. \n'b'  ACTIONS \n'b'   Bite .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d4 + 2) piercing damage and the target must make a DC 10  Dexterity  saving throw, taking 2 (1d4) lightning damage on a failed save, or half as much damage on a successful one. \n'b'  ABOUT \n'b' A social beast that dwells in swamps and forests, the shocker lizard can be a suitable familiar for a  wizard  who specializes in lightning or storm magic. Taking a shocker lizard as a familiar requires an additional material component of 50 gp worth of fulgurite when the find familiar spell is cast.'