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edits
Changes
→Combat: Lightning Surge is HARDCORE. Immunity to electricity isn't just helpful in a fight with Voltran - it's NECESSARY.
=== Combat ===
Let's not mince words; Voltran hits like an atom bomb, but ''takes'' hits like a house of cards. Voltran was engineered to be able to infiltrate any location, catch up to anything, and do ludicrous amounts of damage in a very short amount of time. It certainly meets those goals, but as it is literally a living cloud, it is not even ''remotely'' stable. Though Voltran's nonphysical attacks are the strongest of the Tran trio, and it's among the fastest creatures in existence, its physical combat abilities are utterly pathetic. Furthermore, Voltran's hp is laughably small for a 30 HD creature, and one solid physical hit will almost certainly wipe it out. Good luck hitting it, though; you're going to need it! If you can't take Voltran out quickly, you're going to have your @$$ handed to you in a flash!
'''{{Anchor|Thunder Fang}} ([[Su]]):''' Voltran's bite attack inflicts an additional 1d10 electricity damage, and a failure of 5 or more on a DC 21 Fortitude save (Strength-based) causes the target to become [[Numbed (3.5e Condition)|numbed]]. This is an [Electric] effect.
'''{{Anchor|Dark Storm}} (Su):''' As a full-round action usable once every 2d4 rounds, Voltran may summon a storm of dark energy that deals 30d8 negative energy damage to all within Medium range. Victims are allowed a Reflex save (DC 38, Charisma-based) for half damage. This is a [Dark] effect.
'''{{Anchor|Lightning Surge}} (Ex):''' Voltran's signature move, Lightning Surge is its trump card and most terrifying power. Voltran can automatically begin flowing with an enemy simply by hitting the foe with a slam attack. As long as Voltran is flowing with an enemy, that enemy takes 15d10 electricity damage every round on Voltran's turn, with no save allowed. Voltran also makes a Charisma check opposed by a Dexterity check from the foe on each round; if Voltran wins, the foe takes an additional 15d10 electricity damage on that round, and Voltran may make an additional Charisma check opposed by the foe's Dexterity check to repeat the process. Voltran can damage the foe in this fashion up to 5 times per round. This is an [Electric] effect. Voltran adds 1 die to the damage for every 2 HD it has.
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