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.
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.
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.
Elekid
When a storm approaches, this Pokémon gets restless. Once Elekid hears the sound of thunder, it gets full-on rowdy.
Armor Class | 18 | ||
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Hit Points | 5d10-10 | ||
Speed | 30 ft. | ||
Strength | 10 (+0) | ||
Dexterity | 14 (+2) | ||
Constitution | 7 (-2) | ||
Intelligence | 8 (-1) | ||
Wisdom | 8 (-1) | ||
Charisma | 10 (+0) | ||
Damage Immunities | Lightning | ||
Senses | Passive Perception 10 | ||
Languages | Primordial | ||
Challenge | 1/2 (50 XP) | ||
Special 1 | Egg Move | Elkid hatches knowing one of the following moves: | |
Move 1 | Focus Punch | As a 1-round action, Elekid may make a single slam attack | with 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 2 | Meditate | By 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 strength | further and reset the duration; | however, the maximum Strength increase | attainable with this ability is +6 Strength |
Special 2 | Leer | As a standard action, Elekid 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 Elekid's gaze, | forcing them to succeed on a | Will save DC 10 or suffer 1d4 for 5 rounds |
Special 3 | Static | Elekid'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 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 1 | Slam | Melee Weapon Attack | d20+7 to hit |
Reach 2.5 ft. one target | Hit 1d3 | ||
Action 2 | Thundershock | Ranged Touch Attack | d20+7 to hit |
Range 10 ft., one target | Hit 2d8 electrical damage | ||
Action 3 | Thunder Wave | As 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 in | addition to the numbing effect |
Action 4 | Electro Ball | As a full-round action, Elekid can twirl around | rapidly 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 an | extra 1d4 electric damage for | every 5 feet it moves to attack the opponent |
Electabuzz
Many power plants keep Ground-type Pokémon around as a defense against Electabuzz that come seeking electricity.
Armor Class | 21 | ||
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Hit Points | 10d10-10 | ||
Speed | 40 ft. | ||
Strength | 13 (+1) | ||
Dexterity | 16 (+3) | ||
Constitution | 9 (-1) | ||
Intelligence | 11 (+0) | ||
Wisdom | 14 (+2) | ||
Charisma | 17 (+3) | ||
Damage Immunities | Lightning | ||
Senses | Passive Perception 11 | ||
Languages | Primordial | ||
Challenge | 1 (200 XP) | ||
Special 1 | Egg Move | The Egg Move Electabuzz had as an Elekid is improved: | |
Move 1 | Focus Punch | 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 | ||
Move 2 | Meditate | 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 |
Special 2 | Leer | As 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 a | Will save DC 17 or suffer 2d4 for 5 rounds | |
Special 3 | Static | 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 | |||
Special 4 | Quick Attack | 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 |
Action 1 | Slam | Melee Weapon Attack | d20+11 to hit |
Reach 5 ft., one target | Hit 1d6+1 Bludgeoning damage | ||
Action 2 | Thundershock | Ranged Touch Attack | d20+9 to hit |
Range 10 ft., one target | Hit 2d8+3 electricity damage | ||
Action 3 | Thunder Wave | 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 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 4 | Electro Ball | 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 | ||
Action 5 | Thunder Punch | 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 |
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 Class | 27 | ||
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Hit Points | 15d10+10 | ||
Speed | 30 ft. | ||
Strength | 21 (+5) | ||
Dexterity | 16 (+3) | ||
Constitution | 12 (+1) | ||
Intelligence | 11 (+0) | ||
Wisdom | 17 (+3) | ||
Charisma | 19 (+4) | ||
Damage Immunities | Lightning | ||
Senses | Passive Perception 15 | ||
Languages | Primordial | ||
Challenge | 8 (2,200 XP) | ||
Special 1 | The Egg Move Electivire had as an Elekid and Electabuzz is improved: | ||
Move 1 | Focus Punch | As 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 2 | Meditate | By 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 Strength | further and reset the duration; | however, the maximum Strength increase | attainable with this ability is +12 Strength |
Special 2 | Leer | As a standard action, Electivire 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 Electivire's gaze, | forcing them to succeed on a | Will save DC 21 or suffer 3d4 for 5 rounds |
Special 3 | Motor Drive | Electivire absorbs electricity | (it has electricity absorption), |
but its usage of absorbed electrical energy is more like | a 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 its | movement speed for 1 minute. | It gains 1 "speed point" for every 10 points | of 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 increasing | the Dexterity and speed bonuses by +1 and +5, | respectively, or on increasing the duration |
by 1 minute per point. Being hit with more electrical | attacks grants Electivire more speed points, | which it can spend on further increasing | its Dexterity/speed bonuses and increasing |
the remaining duration of the boosts; | boosts gained in this fashion can stack on top of each other | with no limit (though not with other enchantment bonuses) | |
Special 4 | Quick Attack | As a swift action, Electivire 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 40 rounds/day. | This is a [Normal] effect |
Action 1 | Slam | Melee Weapon Attack | d20+20 to hit |
Reach 5 ft. one target | Hit 1d8+5 Bludgeoning damage | ||
Action 2 | Thundershock | Ranged Touch Attack | d20+13 to hit |
Range 10 ft., one target | Hit 2d8+4 electrical damage | ||
Action 3 | Thunder Wave | As a standard action, Electivire 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 in addition |
to the numbing effect | |||
Action 4 | As 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 damage | for every 5 feet it moved to attack the opponent | ||
Action 5 | Thunder Punch | When 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) 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 | and has a +2 racial bonus. | This move is an [Electric] effect | |
Action 6 | Fire Punch | When 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 to | make 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 7 | Ice Punch | When 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 to | make 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 8 | Discharge | Electivire 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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