Razzle-dazzles are strange aberrations composed of equal parts electricity and magic. Their bodies are merely orbs, but the electrical circuits that trace along them function as organs do, granting it senses, mobility and an alien, animalistic intelligence. Razzle-dazzles feed by increasing the inherent bio-electricity of living creatures to dangerous levels, preferring to attack healthy organisms over those that are weak and completely eschewing undead and constructs. Intelligent undead may keep razzle-dazzles about as living security systems. The only treasure razzle-dazzles keep is that left behind on the bodies of their victims.
Variant Razzle-Dazzles
Some razzle-dazzles differ in terms of the patterns and effects that their lights have on living minds. A bewildering razzle-dazzle does not blind but instead confuses its prey—a creature that fails a DC 12 Will save against its light burst is confused for 1d4 rounds. A stunning razzle-dazzle causes creatures that fail a DC 12 Fortitude save against its light burst to be stunned for 1 round. Both of these are supernatural effects. Both stunning and bewildering razzle-dazzles are CR 2 creatures.
Razzle-Dazzle CR 2
XP 600
N Medium aberration (air)
Init +2; Senses deathwatch, Perception +6
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 18 (4d8)
Fort +1, Ref +3, Will +5
Immune electricity, visual spells and effects
Defensive Abilities electric skin
Offense
Speed 10 ft., fly 30 ft. (perfect)
Melee slam +3 (1d4 plus 1 electricity)
Ranged jolt +5 touch (2d4 electricity)
Special Attacks light burst
Spell-like Abilities CL 2nd, concentration +2
Constant—deathwatch
Statistics
Str 10, Dex 14, Con 11, Int 2, Wis 13, Cha 11
Base Atk +3; CMB +3; CMD 15 (cannot be tripped)
Feats Point-Blank Shot, Precise Shot
Skills Fly +15, Perception +6
SQ flight, luminous
Ecology
Environment any land or underground
Organization solitary, pair, cluster (3-6) or gallery (7-18)
Treasure incidental
Special Abilities
Electric Skin (Ex) A creature that touches a razzle-dazzle, strikes it with an unarmed strike or natural weapon, or strikes it with a metal weapon, takes 1 point of electricity damage. Weapons with wooden hafts, such as most axes and polearms, do not endanger their wielder in this fashion.
Flight (Su) A razzle-dazzle’s flight is supernatural in nature.
Jolt (Ex) As a standard action, a razzle-dazzle may fire a bolt of electricity. Treat this as a ranged touch attack with a range of 60 feet and no range increment. A creature struck by this jolt takes 2d4 points of electricity damage.
Light Burst (Ex) As a standard action, a razzle-dazzle can increase its illumination to blinding levels. All creatures within 30 feet of the razzle-dazzle must succeed a DC 12 Fortitude save or be blinded for 1d4+1 rounds. A creature that succeeds this save is dazzled instead for that duration. A razzle-dazzle may use this ability once per minute. This is a visual effect and may be avoided as per a gaze attack. The save DC is Constitution based.
Luminous (Ex) A razzle-dazzle sheds light as a torch. It cannot extinguish this illumination.