Electabuzz (3.5e Monster)

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Author: Luigifan18 (talk)
Date Created: December 23, 2012
Status: In progress (skills needed)
Editing: Clarity edits only please
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Electabuzz in FireRed/LeafGreen.
Electabuzz
Size/Type: Medium Magical Beast (Electricity, Pokémon)
Hit Dice: 10d10-10 (71 hp)
Initiative: +7
Speed: 40 ft.
Armor Class: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
Base Attack/Grapple: +10/+11
Attack: Slam +11 melee (1d6+1)
Full Attack: 2 slams +11 melee (1d6+1) plus spark +4 melee touch (1d6−1 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Egg Move, Leer, Thundershock, Low Kick, Swift, Shock Wave, Thunder Wave, Electro Ball, ThunderPunch, Discharge, Screech
Special Qualities: Electric Pokémon Traits, Static, Quick Attack, Light Screen
Saves: Fort +6, Ref +12, Will +5
Abilities: Str 13, Dex 16, Con 9, Int 11, Wis 14, Cha 17
Skills:
Feats: Improved Initiative (1 HD), Lightning Reflexes (3 HD), Ability Focus (ThunderPunch) (6 HD), Prone Attack[1] (9 HD)
Environment: Plains
Organization: Solitary or group (2-4 Electabuzz)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic
Advancement: 11-24 HD (Medium), 25+ HD (Large)
Level Adjustment:


This odd feline/humanoid crossbreed appears to be eating electricity from the sky. As it notices you, it grumbles in displeasure and begins trying to chase you away.

Electabuzz is a relatively powerful Electric-type Pokémon, easily able to go toe-to-toe with a Raichu and win.

Combat[edit]

Elektabuzz is much stronger than Elekid. It's still a bit physically frail, but its offensive abilities are improved and it's better at resisting mental attacks.

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

Static (Su): Electabuzz'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 14 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.

Egg Move: The Egg Move Electabuzz had as an Elekid is improved:

  • Cross Chop (Ex): When making a slam attack, Electabuzz 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 it takes in that round (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 −5 penalty increases the threat range from 20 only to 14-20). The attack roll 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 Electabuzz 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 Electabuzz'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.
  • Focus Punch (Ex): As a 1-round action, Electabuzz may make a single slam attack with a +4 bonus to its attack roll. If this slam attack connects, it does 5× as much damage as an ordinary slam attack, and if it scores a critical hit, the critical hit is multiplicatively applied (so a ×2 critical Focus Punch would actually do 10 times as much damage as a normal slam). However, since Focus Punch is a 1-round action, Electabuzz can take no other actions in the round, and the attack isn't executed until the start of Electabuzz's next turn; thus, Electabuzz doesn't threaten any squares while preparing to Focus Punch, and the attack can be completely avoided simply by retreating out of Electabuzz's melee range. In this regard, using Focus Punch is just like casting a 1-round spell, except for the fact that exiting melee range generally isn't enough to avoid a spell. Furthermore, using Focus Punch requires even more concentration than casting a spell would; if distracted in any way (including taking damage), Electabuzz must make a Concentration check at a −15 penalty, or Focus Punch fails. (However, since Focus Punch is not actually a spell, it has no spell level.) 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.
  • Meditate (Su): By spending a full-round action to meditate, Electabuzz can increase its Strength by 1 point for 2 minutes. This can be used multiple times to raise Electabuzz'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.

Quick Attack (Su): As a swift action, Electabuzz 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 30 rounds/day. This is a [Normal] effect.

Leer (Su): As a standard action, Electabuzz 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 Electabuzz's gaze, forcing them to succeed on a Will save (DC 17, Wisdom-based) or gain damage susceptibility 2/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; Electabuzz 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 (for instance, Electabuzz's wasting its time by trying to use Leer on a mindless creature or a paladin).

Thundershock (Su): As a standard action, Electabuzz 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+3 electricity damage (the +3 is Electabuzz's Charisma modifier). This is an [Electric] effect.

Low Kick (Ex): At Electabuzz'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 Electabuzz. If they fail, they fall Prone and take 1d4 damage, plus 1d4 for every Size Category they exceed Medium by. Being smaller than Electabuzz 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. Electabuzz must announce that it is using Low Kick before attempting its slam attack, as this attack is incompatible with some of Electabuzz's other attack options (including Cross Chop, Electro Ball, and ThunderPunch).

Swift (Su): As a standard action, Electabuzz 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). Electabuzz 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 Electabuzz's Wisdom bonus, minimum 1 use/encounter. The sample Electabuzz launches 4 projectiles that do 1d6+5 damage, and may use Swift 2 times per encounter. Swift is a [Normal] effect.

Shock Wave (Su): Electabuzz 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 Electabuzz's Wisdom modifier (minimum 1 use per day). The sample Electabuzz may use Shock Wave 7 times per day.

Thunder Wave (Su): As a standard action, Electabuzz 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 ×3 critical paralyzes for 3 rounds, a ×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).

Electro Ball (Su): As a full-round action, Electabuzz can twirl around rapidly, almost like a ballerina, to approach and attack a foe. It may move up to its speed and make a single slam attack. If its attack connects, Electabuzz does an extra 1d6 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, Electabuzz 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.

Light Screen (Sp): Electabuzz 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 Electabuzz cannot set up a new Light Screen while it already has one in effect.

ThunderPunch (Su): When making a slam attack, Electabuzz can wreath its fist in electric energy. This adds 1d6 electricity damage to its unarmed attack and (assuming Electabuzz 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.

Discharge (Su): As a standard action usable once every 1d3 rounds, Electabuzz may emit a massive electrical discharge that affects all squares within 30 feet per 10 HD (minimum 30 feet) and does 1d8 damage per 2 HD Electabuzz 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.

Screech (Su): As a standard action, Electabuzz 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.

Advancement[edit]

With the power of an item known as an Electrobooster, Electabuzz can evolve into Electivire. This is an overall power boost, particularly in terms of strength, but Electivire isn't quite as fast as Electabuzz (its speed is on par with Elekid). It also loses Static and instead gains the Motor Drive ability.

At 12 HD, Electabuzz learns Thunderbolt (Su). Once every 1d4+1 rounds, an Electabuzz 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 1d6 damage for each of Electabuzz'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 14 HD, Electabuzz learns Thunder (Su). If at least 3 Electabuzzes unleash Thunderbolt at once (assuming that each of the Electabuzzes has 14 or more HD or learned Thunder as an Elekid), they may combine them to make a Thunder which covers a 10' radius spread area that inflicts 1d12 damage per participating Electabuzz. The Save DC is equal to the highest of the Thunderbolts and is increased by +1 for each additional participating Electabuzz. An Electabuzz is considered to be equivalent to a Raichu for contributing to a Thunder attack, and Electabuzzes (with knowledge of Thunder) and Raichus (with any number of HD) are effectively interchangeable for contributing to Thunder attacks. Thunder is an [Electric] effect.


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Luigifan18's Homebrew (383 Articles)
Luigifan18v
AlignmentUsually chaotic +
AuthorLuigifan18 +
Challenge Rating10 +
EnvironmentPlains +
Identifier3.5e Monster +
RatingUndiscussed +
SizeMedium +
SubtypeElectricity + and Pokémon +
TitleElectabuzz +
TypeMagical Beast +