Magnemite / Magneton / Magnezone Species in Other Realms | World Anvil

Magnemite / Magneton / Magnezone

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 Class16 (natural armor)
Hit Points 4d4+8
SpeedFly 30 ft. (hover)
Strength8 (-1)
Dexterity12 (+1)
Constitution16 (+3)
Intelligence10 (+0)
Wisdom10 (+0)
Charisma10 (+0)
SkillsPerception d20+4
Damage ResistancesPiercingSlashing
Damage ImmunitiesLightningPoisonThunder
Condition ImmunitiesExhaustionPoisonedProne
SensesPassive Perception 14
LanguagesPrimordial
Challenge1 (200 XP)
SpecialMagnet PullCreatures with metal weapons or wearing metal armorhave disadvantage on attack rolls while within 10 feet of Megnemite
Action 1TackleMelee Weapon Attack d20+3 to hit
Reach 5 ft, one targetHit 1d6+1 bludgeoning damage
Action 2ThundershockThe Magnemite fires a small jolt of electricity at a targetit can see within 30 feet of itself.
If the target is a creature, it must succeed ona DC 13 Dexterity saving throw ortake 2d6 lightning damage
Action 3Magnet BombThe Magnemite fires magnetically charged projectiles towardsa target that it can see within 120 ft. of itself.
The target must succeed on aDC 13 Dexterity saving throw ortake 1d4 bludgeoning damageplus 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 4Metal SoundThe 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 hearbecomes 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 turnsstill 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 thefirst time must also make the saving throw.A creature that enters the radius forthe first time on its own turn must make the saving throw as well
Action 5Supersonic (Recharge 5-6)All non-defened creatures of Manemite’s choice within 20 feetmust 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 throwat 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 Class16 (natural armor)
Hit Points 12d6+36
SpeedFly 35 ft.
Strength12 (+1)
Dexterity16 (+3)
Constitution18 (+4)
Intelligence14 (+2)
Wisdom14 (+2)
Charisma10 (+0)
SkillsInvestigation d20+3 Perception d20+4
Damage VulnerabilitiesFire
Damage ResistancesColdBludgeoningPiercing
Slashing from nonmagical attacks
Damage ImmunitiesLightningPoison
Condition ImmunitiesCharmedExhaustionFrightened
ParalyzedPetrifiedPoisoned
SensesBlindsight 20 ft.Darkvision 60 ft.Passive Perception 10
LanguagesPrimordial
Challenge6 (2,300 XP)
Special 1Magnet PullCreatures wearing metal armor or wieldingmetal weapons cannot disengage from the Magneton,
nor can the Magneton disengage from them.As an action, a creature can remove a stuck itemby 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 2Special 2Three HeadsThe Magneton has advantage on Wisdom
(Perception) checks and on saving throwsagainst being blinded, charmed, deafened,frightened, stunned and knocked unconscious
Special 3The first time the Magenton takes damage that would reduce it to 0 hit points,it is reduced to 1 hit point instead
Action 1ThundershockThe Magneton fires a jolt of electricity at a targetit can see within 30 feet of itself.
If the target is a creature, it must succeed ona DC 14 Dexterity saving throw orv take 2d6 lightning damage
Action 2Magnet BombThe Magneton fires magnetically charged projectiles towardsa target that it can see within 120 feet of itself.
The target must succeed on aDC 13 Dexterity saving throw ortake 3d4 bludgeoning damageplus 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 targetand the target makes the saving throw with disadvantage
Action 3Zap 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 saveor half as much on a successful one.
If the target is made of metal, wearing metal armor,or wielding metal weapons, the Magneton doesn’thave to see its target and the targetmakes the saving throw with disadvantage.
Objects and creatures within 5 feet of the target mustalso make the saving throw, taking half as muchdamage on a failed save, or no damage ona successful one. If an effected adjacent target
is made of metal, wearing metal armor,or wielding metal weapons, it makes thesaving throw with disadvantage
Action 4Magnet RiseThe Magneton alters the local magnetic field to moveor manipulate metal objects or creatures wearing
metal armor as if subjecting them to the spell telekinesis.The ability that the Magneton would use tocontest opposing creatures is Constitution
Action 5Metal SoundThe 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 hearbecomes 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 subsequentturns still making the sound,
each creature in its radius must makea 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 forthe first time must also make the saving throw.A creature that enters the radius for the first timeon 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 Class17 (natural armor)
Hit Points 17d8+36
SpeedFly 20 ft.
Strength15 (+2)
Dexterity18 (+4)
Constitution19 (+4)
Intelligence17 (+3)
Wisdom14 (+2)
Charisma12 (+1)
Saving ThrowsStrength d20+6 Dexterity d20+8 Constitution d20+8
Damage VulnerabilitiesFire
Damage ResistancesColdBludgeoningPiercing
Slashing from nonmagical attacks
Damage ImmunitiesLightningPoison
Condition ImmunitiesCharmedExhaustionFrightened
ParalyzedPetrifiedPoisoned
SensesBlindsight 30 ft.Darkvision 60 ft.Passive Perception 12
LanguagesPrimordial
Challenge12 (8,400 XP)
Special 1Magnet PullMetal 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 makea DC 13 Strength saving throw or have their weapon attach
Special 2SturdyThe first time the magnezone takes damage thatwould reduce it to 0 hit points,
it is reduced to 1 hit point instead
Action 1Magnet BombRanged Weapon Attack d20+8 to hit
Range 60 ft., one targetHit 6d8+3 bludgeoning damage.This attack has advantage if the targetswearing metal armor, holding metal object or made of metal
Action 2SparkMelee Weapon Attack d20+8 to hit
Range 5 ft., one targetHit 4d10+3 lightning damage
Action 3Tri AttackRanged Spell Attack d20+7 to hit
Range 90 ft., one targetHit 3d8 fire damageplus 3d8 cold damageplus 3d8 lightning damage
Action 4Reverse Polarity (Recharge 5-6)The magnezone releases a repulsive burstof magnetic energy in a 60 foot radius.
Each creature wearing metal or holding objects inthat area must succeed on aDC 16 Strength saving throw.On a failed save, the creature or object is pushed 60 feet away
from the magnezone. Unattended objects andthose attached to the magnezoneare pushed 60 feet
Action 5ThundershockThe Magnezone fires a jolt of electricity ata target it can see within 30 feet of itself.
If the target is a creature, it must succeed ona DC 16 Dexterity saving throw ortake 4d6 lightning damage
Action 6Metal SoundThe 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 deafto 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 subsequentturns still making the sound,
each creature in its radius must make aDC 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 forthe first time must also make the saving throw.A creature that enters the radius for
the first time on its own turnmust make the saving throw as well

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