Electrike / Manectric
Electrike is a green, canine Pokémon with yellow markings. It has a large head crest with angular, lightning-like markings on the side. Its snout has a yellow blaze, and four fangs are discernible when its mouth is open. It has a yellow stripe down its back. Each of its four legs has a spike, with the ones on its hind legs being longer. It has yellow crescent-shaped paw pads on its front feet, while the pads on its hind feet are circular. It has a small, pointed, yellow-tipped tail.
Using the electric charge found in its fur, Electrike stimulates its leg muscles and runs faster than the human eye can follow. It uses friction from the atmosphere to generate electricity. Because of this, its body gives off showers of sparks in seasons with arid air or before a storm. Using metal brushes to groom the Electrike will cause the metal to conduct the electrical charge in the fur and subsequently shock the handler. It lives in grasslands and savannas.
Manectric is a canine, quadrupedal Pokémon. Its body is mainly blue with a spiky, yellow mane on its head and yellow tufts of fur on its haunches and around its front feet. Its mane sticks straight up and has three points. It has a jagged upper jaw, red eyes, and holes on either side of its head that seem to be its ears. Each of its paws has three claws. Its blue, spike-like tail is bent at a sharp angle.
Manectric gathers electricity in its mane and then discharges it. This process creates thunderclouds, which it uses in battle. Since lightning falls in its vicinity, it is said to have been born from lightning and made its nest where lightning has struck. It lives in grasslands and savannas and rarely appears in front of people.
Electrike
It stores static electricity in its fur for discharging. It gives off sparks if a storm approaches.
Armor Class | 12 | ||
---|---|---|---|
Hit Points | 3d6+3 | ||
Speed | 50 ft. | ||
Strength | 12 (+1) | ||
Dexterity | 14 (+2) | ||
Constitution | 12 (+1) | ||
Intelligence | 6 (-2) | ||
Wisdom | 12 (+1) | ||
Charisma | 10 (+0) | ||
Skills | Perception d20+3 | ||
Damage Immunities | Lightning | ||
Senses | Passive Perception 13 | ||
Languages | Auran | ||
Challenge | 1/4 (50 XP) | ||
Special | Keen Hearing and Smell | Electrike has advantage on Wisdom | (Perception) checks that rely on hearing or smell |
Action 1 | Bite | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d6+2 piercing damage | ||
Action 2 | Spark | Ranged Weapon Attack | d20+4 to hit |
Range 20/60 ft., one target | Hit 1d8 lightning damage |
Manectric
It stimulates its own muscles with electricity, so it can move quickly. It eases its soreness with electricity, too, so it can recover quickly as well.
Armor Class | 15 | ||
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Hit Points | 14d8+28 | ||
Speed | 50 ft. | ||
Strength | 16 (+3) | ||
Dexterity | 19 (+4) | ||
Constitution | 15 (+2) | ||
Intelligence | 6 (-2) | ||
Wisdom | 14 (+2) | ||
Charisma | 12 (+1) | ||
Skills | Perception d20+4 | ||
Damage Immunities | Lightning | ||
Senses | Passive Perception 14 | ||
Languages | Auran | ||
Challenge | 3 (700 XP) | ||
Special 1 | Keen Hearing and Smell | Manectric has advantage on Wisdom | (Perception) checks that rely on hearing or smell |
Special 2 | Electric Terrain | The ground within 60 feet of Manectric is electrified. | Creatures that start their turn |
within this area take 1 lightning damage | |||
Special 3 | Wild Charge | If Manectric moves at least 20 feet straight toward | a target and then hits it with a Thunder Fang |
attack on the same turn, | the target takes an extra 2d8 lightning damage | ||
Action 1 | Multiattack | Manectric makes two weapon attacks | |
Action 2 | Thunder Fang | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one creature | Hit 1d6+3 piercing damage | plus 1d6 lightning damage | |
Action 3 | DIscharge | Manectric discharges lighting in a 10-foot radius around it. | All creatures in the area must make a |
DC 12 Dexterity saving throw, | taking 2d6 lightning damage on a failed save, | or half as much damage on a successful one | |
Action 4 | Thunder (Recharge 5-6) | Manectric calls down a bolt of lightning | at a point it can see within 60 feet, |
filling a column 100-feet high with a 10-foot radius. | All creatures within the area must make | a DC 12 Dexterity saving throw, | taking 5d8 lightning damage on a failed save, |
or half as much damage on a successful one |
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