Elekid (3.5e Monster)



''You encounter a rotund creature with two odd prongs atop its head. As it notices you, it spins its arms like windmills and charges up electricity between those prongs.''

Elekid is the juvenile form of the Electabuzz line.

Combat
Elekid's electric powers are nothing special, and its defensive abilities are pathetic, but it's surprisingly fast.

Elekid's spark attack is a melee touch attack using the prongs on its head. It is a secondary natural weapon (taking the &minus;5 attack roll penalty for this status), and its attack and damage rolls are based on Constitution rather than Strength. For Elekid, this means that it's rather subpar.

 (Su): Elekid's body is laced with static electricity. Any creature that strikes it with an unarmed attack or melee natural weapon must succeed on a DC 10 Reflex save (Constitution-based) or become numbed for the rest of the encounter. Failing this Reflex save by 5 or more results in paralysis for 1 round, in addition to being numbed.


 *  (Ex): When making a slam attack, Elekid may elect to take a penalty on its attack roll up to its Base Attack Bonus. If it does, it may only make one slam attack for any attack action (thus, it only makes one slam if making a full attack), but its slam attack's threat range is increased by 1 per point of penalty (for instance, taking a &minus;5 penalty increases the threat range from 20 only to 14-20). The penalty taken to use Cross Chop is not applied to a roll made to confirm a critical hit. Cross Chop also adds 1d6 to its slam attack's damage per point of penalty taken, and these extra damage die are multiplied by a critical hit. Cross Chop stacks with Power Attack, should Elekid later choose to take it, and Power Attack combines perfectly with Cross Chop; this means that the attack roll penalty taken with Cross Chop is also applied to Power Attack, with no additional penalty needing to be taken, and this allows Power Attack to be used with a penalty and bonus greater than +5. Cross Chop cannot be used in conjunction with some of Elekid's other attack options, including Low Kick, Electro Ball, and ThunderPunch. The attack penalty taken with Cross Chop applies to all slam attacks made until the end of the round. Cross Chop is a [Fighting] effect.
 *  (Ex): As a 1-round action, Elekid may make a single slam attack with a +4 bonus to its attack roll. If this slam attack connects, it does 3&times; as much damage as an ordinary slam attack, and if it scores a critical hit, the critical hit is multiplicatively applied (so a &times;2 critical Focus Punch would actually do 6 times as much damage as a normal slam). However, since Focus Punch is a 1-round action, Elekid can take no other actions in the round, and the attack isn't executed until the start of Elekid's next turn; thus, Elekid doesn't threaten any squares while preparing to Focus Punch, and the attack can be completely avoided simply by retreating out of Elekid's melee range. Furthermore, using Focus Punch requires even more concentration than casting a spell would; if distracted in any way (including taking damage), Elekid must make a Concentration check at a &minus;20 penalty, or Focus Punch fails. Focus Punch can be used as a coup de grace, though this does not shorten its execution time. Focus Punch is incompatible with other special slam attacks, like Low Kick, Electro Ball, and ThunderPunch. Focus Punch is a [Fighting] effect.
 *  (Su): By spending a full-round action to meditate, Elekid can increase its Strength by 1 point for 1 minute. This can be used multiple times to raise Elekid's strength further and reset the duration; however, the maximum Strength increase attainable with this ability is +6 Strength. This meditation is mechanically similar to how a swordsage refreshes maneuvers, and therefore does not provoke attacks of opportunity.

 (Su): As a swift action, Elekid may use haste on itself and gain the Spring Attack feat (even though it doesn't meet the prerequisites). It may deactivate both effects as another swift action. These boosts can only be active for a total of 20 rounds/day. This is a [Normal] effect.

 (Su): As a standard action, Elekid may attempt to unsettle opponents and make them open up their guard a bit. Its menacing stare affects all targets within a 30-foot cone that meet Elekid's gaze, forcing them to succeed on a Will save (DC 11, Wisdom-based) or gain damage susceptibility 1/physical for 5 rounds. This is treated as a gaze attack, and thus can be avoided in any of the same ways that a gaze attack can be, but it is not continuously active; Elekid has to consciously choose to use it. (It's just like a vampire's dominating gaze in that respect.) Leer is a [Fear, Mind-Affecting] effect, with all of the capabilities and limitations that are implied by said descriptors (in other words, Elekid's wasting its time by trying to use Leer on a mindless creature or a paladin).

 (Su): As a standard action, Elekid may launch a spark of electricity as a ranged touch attack with a range increment of 10 feet. If this attack connects, it does 2d8 electricity damage. This is an [Electric] effect.

 (Ex): At Elekid's option, if its slam attack hits, it gains a free trip attempt against that foe. Instead of making opposed Size+Strength checks, the foe must pass a Reflex Save (Strength-based), with a penalty equal to the number of size categories they are above Elekid. If they fail, they fall Prone and take 1d4 damage, plus 1d4 for every size category they exceed Medium by. Being smaller than Elekid grants no bonus to the save, but being smaller than Medium results in zero damage from being tripped. This is a [Fighting] effect, and in Contests, if it earns any points, it also steals a point from whoever has the most. Elekid must announce that it is using Low Kick before attempting its slam attack, as this attack is incompatible with some of Elekid's other attack options (including Cross Chop, Electro Ball, and ThunderPunch).

 (Su): As a standard action, Elekid may launch one star-shaped astral energy projectile, plus one more for every three Hit dice it has (maximum 8 projectiles), at its foes. Each projectile strikes unerringly, as magic missile, and does 1d6 + ¼ HD + Charisma modifier damage (the damage is force-type). Elekid may aim at any number of targets, up to its number of projectiles, as long as no two are more than 40 ft. apart. Swift is only usable a limited number of times per encounter; the limit is equal to Elekid's Wisdom bonus, minimum 1 use/encounter. The sample Elekid launches 2 projectiles that do 1d6 damage, and may use Swift 1 time per encounter.

 (Su): Elekid may elect to make a Thundershock attack equal in terms of accuracy to a magic missile; it literally cannot miss unless the target has total cover. This is an [Electric] effect, and may only be used once per day per two Hit Die plus Elekid's Wisdom modifier (minimum 1 use per day). The sample Elekid may use Shock Wave once per day.

 (Su): As a standard action, Elekid may launch a ray of electricity as a ranged touch attack. If it hits, the target takes no damage, but it is numbed for 24 hours. Unlike most nondamaging touch attacks, this ability can score a critical hit (it threatens a critical hit on a natural 20 unless augmented). If it scores a critical hit, Thunder Wave still doesn't do damage, but it outright paralyzes its target for 2 rounds in addition to the numbing effect. (Boosting Thunder Wave's "critical multiplier" is allowed, but instead of causing any damage, it extends the paralysis duration for 1 round per +1 multiplier increase; thus, a &times;3 critical paralyzes for 3 rounds, a &times;4 critical paralyzes for 4 rounds, etc.) This is an [Electric] effect, and its threat range is increased by 2 increments (by default, from natural 20 only to 18-20) when used on creatures vulnerable to electricity or [Electric] effects (such as Gyarados).

 (Su): As a full-round action, Elekid can twirl around rapidly to approach and attack a foe. It may move up to its speed and make a single slam attack. If its attack connects, Elekid does an extra 1d4 electric damage for every 5 feet it moved to attack the opponent. This movement provokes attacks of opportunity as normal, and if struck by an attack while approaching its target, Elekid must succeed on a Balance check (DC = 10 + damage taken) or immediately fall prone, immediately ceasing the action (negating all additional movement and preventing it from making an attack). This attack is an [Electric] effect.

 (Sp): Elekid has the ability to set up a mystical screen. This mystical screen is a flat, vertical plane that is exactly like a wall of force (and, like wall of force, is treated as a 5th-level spell), except for three key differences. First, the area of the Light Screen is twice that of a wall of force (one 20-foot square per level). Second, a Light Screen doesn't actually prevent anything from passing through. Instead, it blunts the force of any magical attack (whether melee or ranged) that is initiated within the screen or passes through it, so that the damage it inflicts is cut in half (before applying other factors that might reduce the damage, such as spell dampening or energy resistance). Third, unlike a wall of force, a Light Screen can be suppressed by an antimagic field. The screen remains for 5 rounds, and Elekid cannot set up a new Light Screen while it already has one in effect.

Advancement
At 6 HD, Elekid learns  (Su). When making a slam attack, Elekid can wreath its fist in electric energy. This adds 1d4 electricity damage to its unarmed attack and (assuming Elekid hits) forces the target to make a Fortitude save against being numbed. This attack is an ordinary slam attack in all other respects. The Fortitude save DC is Strength-based. This move is an [Electric] effect.

At 6 HD, Elekid may evolve into Electabuzz. This is an overall power boost, but does delay its access to some of its advanced techniques.

At 7 HD, Elekid learns  (Su). As a standard action usable once every 1d3 rounds, Elekid may emit a massive electrical discharge that affects all squares within 30 feet per 10 HD (minimum 30 feet) and does 1d6 electricity damage per 2 HD Elekid has. A Reflex save (Charisma-based DC) is allowed to halve the damage. Failure by 5 or more on the Reflex save results in paralysis. This is an [Electric] effect.

At 7 HD, Elekid learns  (Su). As a standard action, Elekid emits an extremely loud and ear-grating noise, and all creatures within a 60-foot line that are able to hear it must succeed on a Fortitude save (DC is Charisma-based) or be rendered flat-footed by the sheer unpleasantness of the screech. This is a [Sonic, Mind-Affecting] effect.

At 8 HD, Elekid learns  (Su). Once every 1d4+1 rounds, an Elekid may unleash a thunderbolt against a target within Close range (25 ft. plus 5 ft. per two levels). The thunderbolt has a 5' radius spread and deals 1d4 damage for each of Elekid's hit dice, Reflex Save for half damage (DC 10 + 1/2 hit dice + Charisma Modifier). Thunderbolt comes directly from the sky, and cannot be used indoors or underground.

At 9 HD, Elekid learns  (Su). If at least 3 Elekids unleash Thunderbolt at once (assuming that each of the Elekids has 9 or more HD), they may combine them to make a Thunder which covers a 10' radius spread area that inflicts 1d12 damage per participating Elekid. The Save DC is equal to the highest of the Thunderbolts and is increased by +1 for each additional participating Elekid. An Elekid is considered to be equivalent to a Pikachu for contributing to a Thunder attack, and Elekids (with 9+ HD) and Pikachus (with any number of HD) are effectively interchangeable for contributing to Thunder attacks. Thunder is an [Electric] effect.