Electrode (3.5e Monster)
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|Hit Dice:||6d10+30 (63 hp)|
|Armor Class:||18 (+1 Size +0 Dex +7 Natural), touch 11, flat-footed 17|
|Attack:||Slam +5 (1d6-1)|
|Full Attack:||Slam +5 (1d6-1)|
|Special Attacks:||Self Destruct, Thundershock, Sonic Boom|
|Special Qualities:||Electric Pokemon Traits, Static, Damage Reduction 7/Steel or Adamantine|
|Saves:||Fort +12, Ref +2, Will +5|
|Abilities:||Str 8, Dex 11, Con 18, Int 7, Wis 10, Cha 15|
|Feats:||Iron Will, Improved Toughness, Great Fortitude, Combat Expertise (B)|
|Organization:||Solitary, Voltage Team (4-6), Posse (1-3 and 10-30 Voltorb)|
|Advancement:||7-8 HD (Small), 9+ HD (Medium)|
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.
Electrode typically unleashes ranged attacks and lets enemies wear themselves out, before exploding in a tight situation.
Self Destruct (Ex): 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 (Ex): 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 (Su): 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 (Su): 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.