Electric Eel
Creature 1 — animal, aquatic
FlankerAQUATICLANDanimalaquatic
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.
Source: pathfinder-monster-core
Perception +4; low-light-vision
Skills athletics +6, stealth +7
Str
+1
Dex
+2
Con
+2
Int
-5
Wis
+1
Cha
-1
AC 16
Fort +7
Ref +7
Will +4
HP 18
Resistances electricity 7
Speed 5 feet, swim 30 feet
Offense
Melee Jaws (unarmed) +6, Damage 1d6+3 piercing
Melee Tail (agile) +6, Damage 1d4+1 bludgeoning plus 1d4 electricity plus Stunning Shock
Abilities
Stunning 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.
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.
WORKS WELL WITH
AnvilAQUATICA tank that draws sustained melee attention gives the eel repeated chances to land a critical tail Strike and Stun a foe.
SniperAQUATIC / LANDA ranged attacker can capitalize on the brief window a Stunned target provides after the eel's tail connects.
SnareAQUATICA controller that keeps enemies in the water plays directly into the eel's need for melee contact to trigger its shock.
PUNISHES
✖ melee reliance✖ standing still✖ low Fortitude
Its land speed is negligible, so pairing it with land-only allies away from water strands the eel outside its effective range.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Electric Eel in the encounter builder — free, no install.
Open in PathfinderGM →