Voltorb (3.5e Monster)

''What first looked like a large pokeball opens its eyes. Uh-oh, it looks angry...''

Voltorb look like created objects, but are really living pokemon. They supply limitless electricity, and have a tendency to explode. Voltorb can be taken as an Improved Familiar for a character of level 1 or higher, or as a regular Familiar for a character of level 6 or higher.

Combat
Voltorb typically tries to flee at first, hoping enemies wear themselves out. If it is angry or desperate though, it will self destruct.

Self Destruct : With a Standard Action, a conscious Voltorb can explode, reducing itself to -9 HP but Stable. The explosion reaches out to 20 feet, dealing 1d8 damage per hit die, plus a bonus equal to its Constitution Bonus, to all in the area with a Reflex Save for half (Constitution-based). The sample Voltorb deals 1d8+1 damage with a Save DC of 11. 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 Voltorb 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 1 point of Electricity Damage and must pass a Fortitude Save (Constitution-based) or be Stunned for one round. The sample Voltorb has a Save DC of 11. 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 Voltorb's hit dice (1). Voltorb constantly produces enough electricity to power a television or equivalent. Eating batteries makes it happy.

Additional Hit Dice: every hit die, increase Natural Armour and Damage Reduction by 1 each.