Electrode (3.5e Monster)

What first looked like a massive pokeball opens its eyes, and static electricity makes your hair stand on end.

Electrode look like created objects, but are really living pokemon. They supply limitless electricity, and have a tendency to explode.

Combat
Electrode typically unleashes ranged attacks and lets enemies wear themselves out, before exploding in a tight situation.

Self Destruct : With a Standard Action, a conscious Electrode can explode, reducing itself to -9 HP but Stable. The explosion reaches out to 15 feet, dealing damage equal to its maximum hit points, to all in the area with a Reflex Save for half (Constitution-based). Those more than 15' away but up to 30' away take half this damage (none with a successful Reflex Save). The sample Electrode deals 63 or 31 damage with a Save DC of 17. This is a [Normal] effect. In a Contest, it instantly gains 2 Points but drops out of the Contest, unable to take part any more.

Static : Hitting Electrode with a melee attack is dangerous, channeling zaps of shocking electricity. Every time it is hit with a melee attack, even if no damage is dealt, the attacker takes 1d6 points of Electricity Damage and must pass a Fortitude Save (Constitution-based) or be Stunned for one round. The sample Electrode has a Save DC of 17. This is an [Electric] effect.

Electric Pokemon Traits: Ground attacks are Super Effective, gaining a +4 Circumstance Bonus to the attack roll or Save DC and adding the attacker's hit dice to the damage. Steel, Flying and Electric attacks are Not Very Effective, taking a -4 Circumstance Penalty to the attack roll or Save DC and reducing the damage by Electrode's hit dice (6). Electrode constantly produces enough electricity to power a car or equivalent. Eating batteries makes it happy.

Sonic Boom : With a Move-Equivalent Action, Electrode can make a burst of sound to all within 10 feet. All that fail a Fortitude Save (Charisma-based) suffer 10 points of Sonic damage. This is a [Normal] effect. The sample Electrode has a Save DC of 15.

Thundershock : Electrode can cast Lesser Orb of Electricity at will, and Orb of Electricity once per hour.

Additional Hit Dice: every hit die, increase Natural Armour and Damage Reduction by 1 each. Every 2 hit dice, increase Constitution by 1. Every 3 hit dice, increase Charisma or Intelligence by 1.