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Elekid / Electabuzz / Electivire

Elekid is a yellow, round-bodied Pokémon with black stripes. Elekid's arms are bulky in proportion to its body, and it has three claws instead of fingers. It has two stripes on its arms, which wrap all the way around. There are two horns on top of its head which resemble the prongs of a power plug, complete with holes in their sides. These horns glow bluish-white when Elekid is fully charged. Elekid has a black lightning bolt marking on its chest. Two rows of stripes are near the marking, with the pattern continuing around its lower back. Its legs are black, and its feet are rounded and toeless.   Elekid tends to become restless and full-on rowdy when it hears the sound of a thunderstorm coming and likes to play out in the middle of thunderstorms. It can generate electricity by rotating its arms, but it tires easily and can only charge a small amount. Elekid cannot store the electricity it generate, so it prefers to break into the houses of humans in order to consume electricity from their electrical outlets. It lives in the grasslands.  

Elekid

When a storm approaches, this Pokémon gets restless. Once Elekid hears the sound of thunder, it gets full-on rowdy.


Armor Class18
Hit Points 5d10-10
Speed30 ft.
Strength10 (+0)
Dexterity14 (+2)
Constitution7 (-2)
Intelligence8 (-1)
Wisdom8 (-1)
Charisma10 (+0)
Damage ImmunitiesLightning
SensesPassive Perception 10
LanguagesPrimordial
Challenge1/2 (50 XP)
Special 1Egg MoveElkid hatches knowing one of the following moves:
Move 1Focus PunchAs a 1-round action, Elekid may make a single slam attackwith a +4 bonus to its attack roll.
If this slam attack connects,it does 3× 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 6 times as much damage as a normal slam).Focus Punch is a 1-round action
Move 2MeditateBy spending a full-round action to meditate,Elekid can increase its Strength by 1 point for 1 minute.
This can be used multiple times to raise Elekid's strengthfurther and reset the duration;however, the maximum Strength increaseattainable with this ability is +6 Strength
Special 2LeerAs a standard action, Elekid may attempt to unsettle opponentsand make them open up their guard a bit.
Its menacing stare affects all targets within a30-foot cone that meet Elekid's gaze,forcing them to succeed on aWill save DC 10 or suffer 1d4 for 5 rounds
Special 3StaticElekid's body is laced with static electricity.Any creature that strikes it with an unarmed attack
or melee natural weapon must succeed on aDC 10 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.
Action 1SlamMelee Weapon Attack d20+7 to hit
Reach 2.5 ft. one targetHit 1d3
Action 2ThundershockRanged Touch Attack d20+7 to hit
Range 10 ft., one targetHit 2d8 electrical damage
Action 3Thunder WaveAs a standard action,Elekid 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 non damaging 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 inaddition to the numbing effect
Action 4Electro BallAs a full-round action, Elekid can twirl aroundrapidly to approach and attack a foe.
It may move up to its speed and make a single slam attack.If its attack connects, Elekid does anextra 1d4 electric damage forevery 5 feet it moves to attack the opponent
  Electabuzz is a slightly humanoid Pokémon with a few feline traits. It has antennae with bulbous tips where its ears should be, two long tufts of fur on top of its head, small eyes, and two large fangs in its upper jaw. It is covered in yellow fur with many black stripes. There is a large, lightning bolt-shaped stripe on Electabuzz's chest, a V-shaped stripe on its forehead, one stripe on its side, a thick stripe down its back, two bands on each leg, several broken bands on each arm, and many rings around its long tail. There are three clawed toes on each of its feet, two in front and one in back, and five fingers on each hand.   In the dark, Electabuzz will glow light blue from the electrical charges running across its body. It is constantly leaking more electricity than it consumes. Electabuzz often gathered groups around tall trees in order to wait for the upcoming storm. During torrential thunderstorms, Electabuzz will compete to find locations likely to be struck by lightning in order to absorb the electric power. Electabuzz is often used as an alternative to lightning rods because it is unharmed by the absorption of electricity. It is also capable of entirely nonverbal communication via electrical currents when in close proximity to another of its species. Blackouts have been known to happen when groups of Electabuzz gather to consume electricity from power plants, they often get blamed for the occurring power outages.   Electabuzz is sent into a rage by the colour red. In battle, Electabuzz windmills its arms, apparently to add momentum to its punches. This method of battle seems ineffective, as opponents can escape in the meantime. Electabuzz typically resides near power plants and can cause blackouts in cities, though it can also be found in grasslands.  

Electabuzz

Many power plants keep Ground-type Pokémon around as a defense against Electabuzz that come seeking electricity.


Armor Class21
Hit Points 10d10-10
Speed40 ft.
Strength13 (+1)
Dexterity16 (+3)
Constitution9 (-1)
Intelligence11 (+0)
Wisdom14 (+2)
Charisma17 (+3)
Damage ImmunitiesLightning
SensesPassive Perception 11
LanguagesPrimordial
Challenge1 (200 XP)
Special 1Egg MoveThe Egg Move Electabuzz had as an Elekid is improved:
Move 1Focus PunchAs a 1-round action, Electabuzz may make a single slam attackwith 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
Move 2MeditateBy 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'sstrength further and reset the duration;however, the maximum Strength increaseattainable with this ability is +6 Strength
Special 2LeerAs a standard action, Electabuzz may attempt to unsettle opponentsv 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 aWill save DC 17 or suffer 2d4 for 5 rounds
Special 3StaticElectabuzz's body is laced with static electricity.Any creature that strikes it with an unarmed attack
or melee natural weapon must succeed on aDC 14 Reflex save (Constitution-based) or becomenumbed 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
Special 4Quick AttackAs a swift action, Electabuzz may use haste on itselfand 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
Action 1SlamMelee Weapon Attack d20+11 to hit
Reach 5 ft., one targetHit 1d6+1 Bludgeoning damage
Action 2ThundershockRanged Touch Attack d20+9 to hit
Range 10 ft., one targetHit 2d8+3 electricity damage
Action 3Thunder WaveAs 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 non damaging 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 roundsin addition to the numbing effect
Action 4Electro BallAs 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 damagefor every 5 feet it moved to attack the opponent
Action 5Thunder PunchWhen 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 saveagainst being numbed.
This attack is an ordinaryslam attack in all other respects
  Electivire is a large, humanoid Pokémon covered in yellow fur with black stripes. It appears to lack a neck and has red eyes, a black spot on its forehead, and a pair of antennae with bulbous tips. A pattern on Electivire's back resembles an electric outlet. The fur on its cheeks and shoulders is spiky and ruffled. It has two black tails with red rounded ends, resembling open electrical wires. Electivire has black feet with three, clawed toes, and five black fingers on each of its hands.   Electivire is known to be recklessly careless regarding enemy attacks. The tips of its tails generate electricity, which shocks opponents on contact with over 20,000 volts. It can also electrify its punches by gripping onto its tails. Blue sparks fly between its antennae as its electric charge amplifies. It thumps its chest when excited, causing thunder and sparks to fly around it. The voltage it makes can increase when it is battling. The amount of electric energy it can produce depends on the Electivire's pulse. Electivire usually feeds off electric currents.   Electivire has been seen eating fruits from trees. A single Electivire is capable of powering a large city for an entire year.  

Electivire

The amount of electrical energy this Pokémon produces is proportional to the rate of its pulse. The voltage jumps while Electivire is battling.


Armor Class27
Hit Points 15d10+10
Speed30 ft.
Strength21 (+5)
Dexterity16 (+3)
Constitution12 (+1)
Intelligence11 (+0)
Wisdom17 (+3)
Charisma19 (+4)
Damage ImmunitiesLightning
SensesPassive Perception 15
LanguagesPrimordial
Challenge8 (2,200 XP)
Special 1The Egg Move Electivire had as an Elekid and Electabuzz is improved:
Move 1Focus PunchAs a 1-round action,Electivire may make a single slam attack with
a +4 bonus to its attack roll.If this slam attack connects,it does 10× 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 20 times as much damage as a normal slam). vHowever, since Focus Punch is a 1-round action
Move 2MeditateBy spending a full-round action to meditate,Electivire can increase its Strength by 2 points for 2 minutes.
This can be used multiple times to raise Electivire's Strengthfurther and reset the duration;however, the maximum Strength increaseattainable with this ability is +12 Strength
Special 2LeerAs a standard action, Electivire may attempt to unsettle opponentsand make them open up their guard a bit.
Its menacing stare affects all targets withina 30-foot cone that meet Electivire's gaze,forcing them to succeed on aWill save DC 21 or suffer 3d4 for 5 rounds
Special 3Motor DriveElectivire absorbs electricity(it has electricity absorption),
but its usage of absorbed electrical energy is more likea golem than a living creature.Instead of regaining hp when hit with electricity,Electivire gains a +1-enhancement bonus to
its Dexterity and a +5-enhancement bonus to itsmovement speed for 1 minute.It gains 1 "speed point" for every 10 pointsof electricity damage that it would have taken
(to a minimum of 1 speed point when absorbing 10 or less points of electricity damage),which must be immediately spent on increasingthe Dexterity and speed bonuses by +1 and +5,respectively, or on increasing the duration
by 1 minute per point. Being hit with more electricalattacks grants Electivire more speed points,which it can spend on further increasingits Dexterity/speed bonuses and increasing
the remaining duration of the boosts;boosts gained in this fashion can stack on top of each otherwith no limit (though not with other enchantment bonuses)
Special 4Quick AttackAs a swift action, Electivire may use haste on itselfand 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 40 rounds/day.This is a [Normal] effect
Action 1SlamMelee Weapon Attack d20+20 to hit
Reach 5 ft. one targetHit 1d8+5 Bludgeoning damage
Action 2ThundershockRanged Touch Attack d20+13 to hit
Range 10 ft., one targetHit 2d8+4 electrical damage
Action 3Thunder WaveAs a standard action, Electivire may launcha 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 non damaging 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
Action 4As a full-round action, Electivire 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, Electivire does an extra 1d8 electric damagefor every 5 feet it moved to attack the opponent
Action 5Thunder PunchWhen making a slam attack,Electivire can wreath its fist in electric energy.
This adds 2d6 electricity damage to its unarmed attack and(assuming Electivire hits) forcesthe 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-basedand has a +2 racial bonus.This move is an [Electric] effect
Action 6Fire PunchWhen making a slam attack,Electivire can wreath its fist in fire energy.
This adds 1d8 fire damage to its unarmed attack and(assuming Electivire hits) forces the target tomake a Fortitude save against being burned.This attack is an ordinary slam attack in all other respects.
The Fortitude save DC is Strength-based.This move is a [Fire] effect
Action 7Ice PunchWhen making a slam attack,Electivire can wreath its fist in frost energy.
This adds 1d8 cold damage to its unarmed attack and(assuming Electivire hits) forces the target tomake a Fortitude save against being frozen,as the freeze spell.
This attack is an ordinary slam attack in all other respects.The Fortitude save DC is Strength-based.This move is an [Ice] effect
Action 8DischargeElectivire once every 1d3 rounds,Electivire may emit a massive electrical discharge
that affects all squares within 450 feet(minimum 30 feet) and does 30d8 electrical damage

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