Magnemite is a seemingly robotic that has a gray, spherical metal body with blue-and-red tipped horseshoe magnets on each side and a single, large eye. It has three Phillips head screws on its body: two near the bottom of its body and one on top of its head that looks similar to an antenna. The two bottom screws serve no noticeable purpose, although they may be its feet. Even though Magnemite and its evolved forms are mechanical creatures, it has emotions and a way of reproducing. It has even exhibited the need to eat, although its main form of nutrients is electrical currents. It is commonly found in locations such as power plants or caves with a strong magnetic field. Despite its modern, artificial appearance, Magnemite has been depicted in carvings discovered at the Ruins of Alph. It has also been present in AZ's retelling of the Kalos war, indicating it has existed for at least 3,000 years.
The magnetic units on Magnemite's body generate an electromagnetic field that allows it to defy gravity and can potentially disrupt electrical equipment. Magnemite is not known to be unnecessarily aggressive but they may approach Trainers with little notice. If a wild Magnemite is approached, it may simply flee on rare occasions, as Magnemite does not care for interaction. However, if attacked, it will retaliate with non-damaging moves. In the care of a Trainer, it can be a devoted fighter. However, it has been demonstrated that it may be deterred unless a strong bond is formed with its Trainer. Should it run out of electricity, Magnemite will fall to the ground. Usually, batteries can help recharge it in order for Magnemite to start moving again.
Magnemite can be attracted to anything emitting electricity or a magnetic field, including gadgets such as a Pokétch. With modern electrical lines buried underground, Magnemite attacks on power plants have increased. To prevent power outages, these power plants deliberately send out signals Magnemite cannot stand to ward them off.
Magnemite
At times, Magnemite runs out of electricity and ends up on the ground. If you give batteries to a grounded Magnemite, it’ll start moving again.
Armor Class | 16 (natural armor) |
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Hit Points | 4d4+8 |
Speed | Fly 30 ft. (hover) |
Strength | 8 (-1) |
Dexterity | 12 (+1) |
Constitution | 16 (+3) |
Intelligence | 10 (+0) |
Wisdom | 10 (+0) |
Charisma | 10 (+0) |
Skills | Perception d20+4 |
Damage Resistances | Piercing | Slashing |
Damage Immunities | Lightning | Poison | Thunder |
Condition Immunities | Exhaustion | Poisoned | Prone |
Senses | Passive Perception 14 |
Languages | Primordial |
Challenge | 1 (200 XP) |
Special | Magnet Pull | Creatures with metal weapons or wearing metal armor | have disadvantage on attack rolls while within 10 feet of Megnemite |
Action 1 | Tackle | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft, one target | Hit 1d6+1 bludgeoning damage |
Action 2 | Thundershock | The Magnemite fires a small jolt of electricity at a target | it can see within 30 feet of itself. |
If the target is a creature, it must succeed on | a DC 13 Dexterity saving throw or | take 2d6 lightning damage |
Action 3 | Magnet Bomb | The Magnemite fires magnetically charged projectiles towards | a target that it can see within 120 ft. of itself. |
The target must succeed on a | DC 13 Dexterity saving throw or | take 1d4 bludgeoning damage | plus 1d6 lightning damage. |
If the target is made of metal, | earring metal armor, | or wielding metal weapons, | the Magnemite does not need to see its target and |
the target makes the saving throw with disadvantage |
Action 4 | Metal Sound | The Magnemite rapidly rotates its magnets to produce a persistent, | piercing, metallic whine that overwhelms |
a 30 foot radius around itself. | Each creature in that radius that can hear | becomes deaf to all sounds except the metal sound. | The Magnemite can end the metal sound as a bonus action, |
and the sound ends if its incapacitated. | When the Magnemite first makes the metal sound, | and at the start of each of its subsequent turns | still making the sound, each creature in its radius must |
make a DC 13 Constitution saving throw, | taking 1d8 thunder damage on a failed save, | or half as much on a successful one. | When the Magnemite moves on its turn, |
each creature that is enveloped by the radius for the | first time must also make the saving throw. | A creature that enters the radius for | the first time on its own turn must make the saving throw as well |
Action 5 | Supersonic (Recharge 5-6) | All non-defened creatures of Manemite’s choice within 20 feet | must make a DC 11 Constitution saving throw |
or be deafened for 1 minute. | A deafened creatures takes 1d6 extra damage from attacks. | The creature can repeat the saving throw | at the end of each of their turns to end the effect |
Magneton is robot-like, the result of three Magnemite becoming linked together by a strong magnetic force, although a single Magnemite can evolve by itself when no other Magnemite is in the vicinity. Each individual Magnemite has a gray spherical body with a single eye and a gray and red-and-blue tipped horseshoe magnet on each side. The topmost Magnemite has three Phillips head screws on its body, while the others appear to have only two. The three Magnemites that Magneton consists of can be linked in several ways. Magneton is most commonly seen as one Magnemite on top, and two Magnemite linked by the screws on the bottom, forming a triangle. In some cases, the Magnemite will not be connected at all, remain in a triangular formation at rest, and are able to freely move within each other's vicinity to form other patterns. In this case, all three Magnemite have three screws. The magnetic forces that hold the three Magnemites together are powerful enough to dry up all moisture and raise the temperature to 3.6°F (2°C) within a radius of 3,300 feet (1,000 meters). It can also be disruptive to electronic devices. It uses powerful radio waves to help it study the surrounding area.
Being composed of three Magnemites, it is about three times as powerful electrically, though not three times as intelligent. Even though Magneton is a mechanical creature, it still has the need to eat, food for Magneton consists of electrical currents. It is usually found in rough terrain, often near power plants. When sunspots flare up, Magneton tends to appear more often, presumably due to the changes in the sun's magnetic field. When rain clouds form, they also gather in high areas prone to lightning strikes. It possesses the ability to form its electricity into both platforms and barriers. Despite its modern, artificial appearance, carvings depicting Magneton have been discovered at the Ruins of Alph, indicating it has existed for at least 3,000 years.
Magneton
Magneton is three Magnemite that have linked together. Magneton sends out powerful radio waves to study its surroundings.
Armor Class | 16 (natural armor) |
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Hit Points | 12d6+36 |
Speed | Fly 35 ft. |
Strength | 12 (+1) |
Dexterity | 16 (+3) |
Constitution | 18 (+4) |
Intelligence | 14 (+2) |
Wisdom | 14 (+2) |
Charisma | 10 (+0) |
Skills | Investigation d20+3 | Perception d20+4 |
Damage Vulnerabilities | Fire |
Damage Resistances | Cold | Bludgeoning | Piercing |
Slashing from nonmagical attacks |
Damage Immunities | Lightning | Poison |
Condition Immunities | Charmed | Exhaustion | Frightened |
Paralyzed | Petrified | Poisoned |
Senses | Blindsight 20 ft. | Darkvision 60 ft. | Passive Perception 10 |
Languages | Primordial |
Challenge | 6 (2,300 XP) |
Special 1 | Magnet Pull | Creatures wearing metal armor or wielding | metal weapons cannot disengage from the Magneton, |
nor can the Magneton disengage from them. | As an action, a creature can remove a stuck item | by succeeding on a DC 13 Strength check. | Attackers using metal weapons must make a |
DC 13 Strength saving throw or have their weapon attach |
Special 2 | Special 2 | Three Heads | The Magneton has advantage on Wisdom |
(Perception) checks and on saving throws | against being blinded, charmed, deafened, | frightened, stunned and knocked unconscious |
Special 3 | The first time the Magenton takes damage that would reduce it to 0 hit points, | it is reduced to 1 hit point instead |
Action 1 | Thundershock | The Magneton fires a jolt of electricity at a target | it can see within 30 feet of itself. |
If the target is a creature, it must succeed on | a DC 14 Dexterity saving throw orv take 2d6 lightning damage |
Action 2 | Magnet Bomb | The Magneton fires magnetically charged projectiles towards | a target that it can see within 120 feet of itself. |
The target must succeed on a | DC 13 Dexterity saving throw or | take 3d4 bludgeoning damage | plus 3d6 lightning damage. |
If the target is made of metal, is wearing metal armor, | or is wielding metal weapons, | the Magneton doesn’t have to see its target | and the target makes the saving throw with disadvantage |
Action 3 | Zap Cannon (Recharge 6) | The Magneton spins wildly to generate a large, | concussive blast of electromagnetism, |
and fires it at a target that it can see within 120 feet of itself. | The target must make a DC 14 Dexterity saving throw, | taking 10d8 lightning damage on a failed save | or half as much on a successful one. |
If the target is made of metal, wearing metal armor, | or wielding metal weapons, the Magneton doesn’t | have to see its target and the target | makes the saving throw with disadvantage. |
Objects and creatures within 5 feet of the target must | also make the saving throw, taking half as much | damage on a failed save, or no damage on | a successful one. If an effected adjacent target |
is made of metal, wearing metal armor, | or wielding metal weapons, it makes the | saving throw with disadvantage |
Action 4 | Magnet Rise | The Magneton alters the local magnetic field to move | or manipulate metal objects or creatures wearing |
metal armor as if subjecting them to the spell telekinesis. | The ability that the Magneton would use to | contest opposing creatures is Constitution |
Action 5 | Metal Sound | The Magneton rapidly rotates its magnets to produce a persistent, | piercing, metallic whine that |
overwhelms a 60 foot radius around itself. | Each creature in that radius that can hear | becomes deaf to all sounds except the metal sound. | The Magneton can end the metal sound as a bonus action, |
and the sound ends if it is incapacitated. | When Magneton first makes the metal sound, | and at the start of each of its subsequent | turns still making the sound, |
each creature in its radius must make | a DC 14 Constitution saving throw, | taking 1d8 thunder damage on a failed save,v or half as much on a successful one. | When the Magneton moves on its turn, |
each creature that is enveloped by the radius for | the first time must also make the saving throw. | A creature that enters the radius for the first time | on its own turn must make the saving throw as well |
Magnezone is robot-like which resembles a UFO. Evolution is done on a molecular level, but despite this, scientists have failed at attempts to force it. Magnezone's body is wide and circular, similar to a disc or saucer, with a thin edge circling the diameter of its body. Its main eye is in the center, containing a large, red pupil. On each side of its body, it has a ball-shaped addition, with each side containing an eye, horseshoe magnet, and Phillips head screw. These secondary eyes can move independently of the main eye. On top of its head is a tall, thin, yellow rod, closely resembling an antenna, which it uses for certain attacks. Behind its body is a third horseshoe magnet, positioned like a tail.
Magnezone's evolution is theorized to have been caused by a special magnetic field that changed the molecular structure within its body. Magnezone is a seemingly mechanical, gender-unknown creature, but it has emotions, a way of reproducing, and the need for nourishment. With its magnets, it has the ability to control anti-gravity and float through the air at will. Magnezone's anti-gravity is strong enough to carry humans with ease. Magnezone is rarely seen in the wild, Magnezone can be very aggressive and territorial. However, it will rarely attack unless provoked. It flies through the night sky, often mistaken for a UFO sighting, though it seems to be receiving and sending signals from an unknown source and an unknown purpose. This leads some people to believe that Magnezone came from outer space and that it is being controlled by unknown beings.
Magnezone
Some say that Magnezone receives signals from space via the antenna on its head and that it’s being controlled by some mysterious being.
Armor Class | 17 (natural armor) |
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Hit Points | 17d8+36 |
Speed | Fly 20 ft. |
Strength | 15 (+2) |
Dexterity | 18 (+4) |
Constitution | 19 (+4) |
Intelligence | 17 (+3) |
Wisdom | 14 (+2) |
Charisma | 12 (+1) |
Saving Throws | Strength d20+6 | Dexterity d20+8 | Constitution d20+8 |
Damage Vulnerabilities | Fire |
Damage Resistances | Cold | Bludgeoning | Piercing |
Slashing from nonmagical attacks |
Damage Immunities | Lightning | Poison |
Condition Immunities | Charmed | Exhaustion | Frightened |
Paralyzed | Petrified | Poisoned |
Senses | Blindsight 30 ft. | Darkvision 60 ft. | Passive Perception 12 |
Languages | Primordial |
Challenge | 12 (8,400 XP) |
Special 1 | Magnet Pull | Metal Objects which touch the magnezone attach to it. | As an action, a creature can remove |
a stuck item by succeeding on a DC 16 Strength check. | Attackers using metal weapons must make | a DC 13 Strength saving throw or have their weapon attach |
Special 2 | Sturdy | The first time the magnezone takes damage that | would reduce it to 0 hit points, |
it is reduced to 1 hit point instead |
Action 1 | Magnet Bomb | Ranged Weapon Attack | d20+8 to hit |
Range 60 ft., one target | Hit 6d8+3 bludgeoning damage. | This attack has advantage if the targets | wearing metal armor, holding metal object or made of metal |
Action 2 | Spark | Melee Weapon Attack | d20+8 to hit |
Range 5 ft., one target | Hit 4d10+3 lightning damage |
Action 3 | Tri Attack | Ranged Spell Attack | d20+7 to hit |
Range 90 ft., one target | Hit 3d8 fire damage | plus 3d8 cold damage | plus 3d8 lightning damage |
Action 4 | Reverse Polarity (Recharge 5-6) | The magnezone releases a repulsive burst | of magnetic energy in a 60 foot radius. |
Each creature wearing metal or holding objects in | that area must succeed on a | DC 16 Strength saving throw. | On a failed save, the creature or object is pushed 60 feet away |
from the magnezone. Unattended objects and | those attached to the magnezone | are pushed 60 feet |
Action 5 | Thundershock | The Magnezone fires a jolt of electricity at | a target it can see within 30 feet of itself. |
If the target is a creature, it must succeed on | a DC 16 Dexterity saving throw or | take 4d6 lightning damage |
Action 6 | Metal Sound | The Magnezone rapidly rotates its magnets to produce a persistent, | piercing, metallic whine that overwhelms |
a 60 foot radius around itself. | Each creature in that radius that can hear becomes deaf | to all sounds except the metal sound. | The Magnezone can end the metal sound as a bonus action, |
and the sound ends if it is incapacitated. | When Magneton first makes the metal sound, | and at the start of each of its subsequent | turns still making the sound, |
each creature in its radius must make a | DC 16 Constitution saving throw, | taking 2d8 thunder damage on a failed save, | or half as much on a successful one. |
When the Magnezone moves on its turn, | each creature that is enveloped by the radius for | the first time must also make the saving throw. | A creature that enters the radius for |
the first time on its own turn | must make the saving throw as well |
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