Rotom is a small, orange Pokémon that has a body of plasma. It is mostly spherical, with a bulb below its body and a long pointed protrusion on top, making it shaped like a lightning rod. There is a whitish-blue aura of electricity around it that forms lightning bolt-shaped appendages. When moving quickly, these appendages tend to disappear, in favor of a long similar-looking trail of blue electricity. It has teeth, and its unique, blue eyes have a dividing line across them. In its base form, Rotom cannot be touched by anyone without the latter being shocked in the process. According to the Rotom Catalog, Rotom in its base form is possessing a light bulb. Rotom lack any sort of circulatory system or pulse.
Rotom can enter and control appliances. They typically use their abilities to make mischief, often using the household items they possess to pull pranks on unsuspecting people. Despite this, some Rotom has taken to inhabiting electronics with the intent of helping others. Rotom has five alternate forms: Heat Rotom, Wash Rotom, Frost Rotom, Fan Rotom, and Mow Rotom.
Rotom forms can be accessed by possessing specific household appliances with a special motor, namely: a convection microwave oven (Heat Rotom), a washing machine (Wash Rotom), a refrigerator (Frost Rotom), an electric fan (Fan Rotom), and a lawnmower (Mow Rotom). When Rotom changes forms, its eyes and electric aura change colours, and its aura appendages take on different shapes: red with oven mitts as Heat Rotom, blue with clothespins as Wash Rotom, purple with lightning bolts as Frost Rotom, yellow with air curls as Fan Rotom, and green with a ripped strip as Mow Rotom.
Rotom
Its electricity-like body can enter some kinds of machines and take control in order to make mischief.
Armor Class | 14 |
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Hit Points | 6d8+2 |
Speed | 30 ft. Flying (Hover) |
Strength | 15 (+2) |
Dexterity | 17 (+3) |
Constitution | 14 (+2) |
Intelligence | 8 (-1) |
Wisdom | 10 (+0) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Dark | Ghost | Ground |
Damage Resistances | Bug | Electric | Flying |
Poison | Steel |
Damage Immunities | Fighting | Normal |
Saving Throws | Dexterity d20+3 |
Skills | Advanced Tech d20-1 | Arcana d20-1 |
Languages | Common |
Challenge | 8 (3,900 XP) |
Special 1 | Levitate | Rotom is immune to Ground-type moves |
Special 2 | Form Change | Rotom has 5 alternative forms that it can take | when it is near a household appliance. |
Action 1 | Astonish | Melee Attack | Range 5 ft., one target |
d20+ to hit | Hit: 1d8+0 Ghost-type damage | Rotom shouts at a target it can see | within range in a startling fashing to distract it. |
The target must succeed on a DC 12 CON saving throw or flinch |
Action 2 | Confuse Ray | Range Attack | Range 50 ft., one target |
Rotom creates a sinister ray that confuses a target it can see within range. | The target must succeed on a DC 11 WIS saving throw or become confused. |
Action 3 | Thunder Shock | Range Attack | Range 30 ft., one target |
d20+2 to hit | Hit: 1d6+2 Electric-type damage | Rotom launches a jolt of electricity at a target it can see within range. | Target must succeed on a DC 11 CON saving throw or become paralyzed |
Action 4 | Thunder Wave | Range Attack | Range 60 ft., one target |
Rotom lets out a weak electrical charge to paralyze a target it can see within range. | The target must succeed on a DC 11 CON saving throw or become paralyzed |
Heat Rotom
If the convection microwave oven is not working properly, then the Rotom inhabiting it will become lethargic.
Armor Class | 16 |
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Hit Points | 6d8+2 |
Speed | 30 ft. Flying (hover) |
Strength | 16 (+3) |
Dexterity | 16 (+3) |
Constitution | 14 (+2) |
Intelligence | 10 (+0) |
Wisdom | 12 (+1) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Ground | Rock | Water |
Damage Resistances | Bug | Electric | Fairy |
Flying | Fire | Flying | Grass |
Ice | Steel |
Saving Throws | Dexterity d20+3 |
Skills | Advanced Tech d20+0 | Arcana d20+0 |
Languages | Common | Ignan |
Challenge | 8 (3,900 XP) |
Special 1 | Levitate | Heat Rotom is immune to Ground-type moves |
Special 2 | Overheat | Heat Rotom knows Overheat as a move. | The move is forgotten if it takes any other form. |
Special 3 | Form Change | Heat Rotom has 5 alternate forms that it can take | when it is near a household appliance. |
Action 1 | Astonish | Melee Attack | Range 5ft., one target |
d20+0 to hit | Hit: 1d8+0 Ghost-type damage | Heat Rotom shouts at a target it can see within range | in a startling fashion to distract it, and then attack. |
The target must succeed on a DC 12 CON saving throw or flinch. |
Action 2 | Confuse Ray | Range Attack | Range 50 ft., one target |
Heat Rotom creates a sinister ray that confuses a target it can see within range. | The target must succeed on a DC WIS 12 saving throw or become confused. |
Action 3 | Thunder Shock | Range Attack | Range 30 ft., one target |
d20+3 to hit | Hit: 1d6+3 Electric-type damage | Heat Rotom launches a jolt of electricity at a target it can see within range. | The target must succeed on a DC 12 CON saving throw or become paralyzed. |
Action 4 | Thunder Wave | Range Attack | Range 60 ft., one target |
Heat Rotom lets out a weak electrical charge to paralyze a target it can see within range. | The target must succeed on a DC 12 CON saving throw or become paralyzed. |
Action 5 | Uproar | Self/Melee Attack | Range 5 ft., one target |
d20+0 to hit | Hit: 6d6+0 Normal-type damage | Heat Rotom creates an uproar for three turns. | During it no target is able to sleep. |
The move ends early if you don’t attack or you miss. | When the uproar first starts, all sleeping targets are woken up. |
Action 6 | Overheat | Melee Attack | Range 5 ft., one target |
d20+3 to hit | Hit: 12d8+3 Fire-damage | Heat Rotom attacks with flames at full power. | All ranged attacks deal half damage while you remain in battle |
Wash Rotom
This Rotom has entered a washing machine. It nods with satisfaction after it floods the surrounding area.
Armor Class | 16 |
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Hit Points | 6d8+2 |
Speed | 30 ft. Flying (hover) |
Strength | 16 (+3) |
Dexterity | 16 (+3) |
Constitution | 14 (+2) |
Intelligence | 10 (+0) |
Wisdom | 12 (+1) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Grass | Ground |
Damage Resistances | Fire | Flying | Ice |
Steel | Water |
Saving Throws | Dexterity d20+3 |
Skills | Advanced Tech d20+0 | Arcana d20+0 |
Languages | Common | Aquan |
Challenge | 8 (3,900 XP) |
Special 1 | Levitate | Wash Rotom is immune to Ground-type moves |
Special 2 | Hydro Pump | Wash Rotom knows Hydro Pump as a move. | The move is forgotten if it takes any other form. |
Special 3 | Form Change | Wash Rotom has 5 alternate forms that it can take | when it is near a household appliance. |
Action 1 | Astonish | Melee Attack | Range 5ft., one target |
d20+0 to hit | Hit: 1d8+0 Ghost-type damage | Wash Rotom shouts at a target it can see within range | in a startling fashion to distract it, and then attack. |
The target must succeed on a DC 12 CON saving throw or flinch. |
Action 2 | Confuse Ray | Range Attack | Range 50 ft., one target |
Wash Rotom creates a sinister ray that confuses a target it can see within range. | The target must succeed on a DC WIS 12 saving throw or become confused. |
Action 3 | Thunder Shock | Range Attack | Range 30 ft., one target |
d20+3 to hit | Hit: 1d6+3 Electric-type damage | Wash Rotom launches a jolt of electricity at a target it can see within range. | The target must succeed on a DC 12 CON saving throw or become paralyzed. |
Action 4 | Thunder Wave | Range Attack | Range 60 ft., one target |
Wash Rotom lets out a weak electrical charge to paralyze a target it can see within range. | The target must succeed on a DC 12 CON saving throw or become paralyzed. |
Action 5 | Uproar | Self/Melee Attack | Range 5 ft., one target |
d20+0 to hit | Hit: 6d6+0 Normal-type damage | Wash Rotom creates an uproar for three turns. | During it no target is able to sleep. |
The move ends early if you don’t attack or you miss. | When the uproar first starts, all sleeping targets are woken up. |
Action 6 | Hydro Pump | Self/Range Attack | Range 50 ft., all targets |
d20+3 to hit | Hit: 8d12+3 Water-type damage | Wash Rotom blasts a 50-foot-long | 50-foot-wide water with high pressure. |
Each target in the range must make a DC 13 DEX saving throw. | On a successful save the target takes half damage. |
Frost Rotom
This Rotom has entered a refrigerator. It leaps around gleefully after it uses cold air to freeze the area around it.
Armor Class | 16 |
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Hit Points | 6d8+2 |
Speed | 30 ft. Flying (hover) |
Strength | 16 (+3) |
Dexterity | 16 (+3) |
Constitution | 14 (+2) |
Intelligence | 10 (+0) |
Wisdom | 12 (+1) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Fighting | Fire | Ground |
Rock |
Damage Resistances | Flying | Electric | Ice |
Saving Throws | Dexterity d20+3 |
Skills | Advanced Tech d20+0 | Arcana d20+0 |
Languages | Common | Aquan |
Challenge | 8 (3,900 XP) |
Special 1 | Levitate | Frost Rotom is immune to Ground-type moves |
Special 2 | Blizzard | Frost Rotom knows Blizzard as a move. | The move is forgotten if it takes any other form. |
Special 3 | Form Change | Frost Rotom has 5 alternate forms that it can take | when it is near a household appliance. |
Action 1 | Astonish | Melee Attack | Range 5ft., one target |
d20+0 to hit | Hit: 1d8+0 Ghost-type damage | Frost Rotom shouts at a target it can see within range | in a startling fashion to distract it, and then attack. |
The target must succeed on a DC 12 CON saving throw or flinch. |
Action 2 | Confuse Ray | Range Attack | Range 50 ft., one target |
Frost Rotom creates a sinister ray that confuses a target it can see within range. | The target must succeed on a DC WIS 12 saving throw or become confused. |
Action 3 | Thunder Shock | Range Attack | Range 30 ft., one target |
d20+3 to hit | Hit: 1d6+3 Electric-type damage | Frost Rotom launches a jolt of electricity at a target it can see within range. | The target must succeed on a DC 12 CON saving throw or become paralyzed. |
Action 4 | Thunder Wave | Range Attack | Range 60 ft., one target |
Frost Rotom lets out a weak electrical charge to paralyze a target it can see within range. | The target must succeed on a DC 12 CON saving throw or become paralyzed. |
Action 5 | Uproar | Self/Melee Attack | Range 5 ft., one target |
d20+0 to hit | Hit: 6d6+0 Normal-type damage | Frost Rotom creates an uproar for three turns. | During it no target is able to sleep. |
The move ends early if you don’t attack or you miss. | When the uproar first starts, all sleeping targets are woken up. |
Action 6 | Blizzard | Self/Range | Range 60 ft., all targets |
d20+0 to hit | Hit: 8d12+0 Ice-type damage | Frost Rotom summons a mighty, howling blizzard | around it to harm all targets within range. |
Each target must make a DC CON 12 saving throw or become frozen. | On a successful save targets only take half damage and are not frozen. | Targets take full damage if used Blizzard is used in hail | But still must save against being frozen. |
Fan Rotom
This Rotom has entered an electric fan. It smirks with satisfaction over a prank well pulled after it blows away everything around it.
Armor Class | 16 |
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Hit Points | 6d8+2 |
Speed | 30 ft. Flying (hover) |
Strength | 16 (+3) |
Dexterity | 16 (+3) |
Constitution | 14 (+2) |
Intelligence | 10 (+0) |
Wisdom | 12 (+1) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Ice | Rock |
Damage Resistances | Bug | Fighting | Flying |
Grass | Steel |
Damage Immunities | Ground |
Saving Throws | Dexterity d20+3 |
Skills | Advanced Tech d20+0 | Arcana d20+0 |
Languages | Common | Auran |
Challenge | 8 (3,900 XP) |
Special 1 | Levitate | Fan Rotom is immune to Ground-type moves |
Special 2 | Air Slash | Fan Rotom knows Air Slash as a move | The move is forgotten if it takes any other form. |
Special 3 | Form Change | Fan Rotom has 5 alternate forms that it can take | when it is near a household appliance. |
Action 1 | Astonish | Melee Attack | Range 5ft., one target |
d20+0 to hit | Hit: 1d8+0 Ghost-type damage | Fan Rotom shouts at a target it can see within range | in a startling fashion to distract it, and then attack. |
The target must succeed on a DC 12 CON saving throw or flinch. |
Action 2 | Confuse Ray | Range Attack | Range 50 ft., one target |
Fan Rotom creates a sinister ray that confuses a target it can see within range. | The target must succeed on a DC WIS 12 saving throw or become confused. |
Action 3 | Thunder Shock | Range Attack | Range 30 ft., one target |
d20+3 to hit | Hit: 1d6+3 Electric-type damage | Fan Rotom launches a jolt of electricity at a target it can see within range. | The target must succeed on a DC 12 CON saving throw or become paralyzed. |
Action 4 | Thunder Wave | Range Attack | Range 60 ft., one target |
Fan Rotom lets out a weak electrical charge to paralyze a target it can see within range. | The target must succeed on a DC 12 CON saving throw or become paralyzed. |
Action 5 | Uproar | Self/Melee Attack | Range 5 ft., one target |
d20+0 to hit | Hit: 6d6+0 Normal-type damage | Fan Rotom creates an uproar for three turns. | During it no target is able to sleep. |
The move ends early if you don’t attack or you miss. | When the uproar first starts, all sleeping targets are woken up. |
Action 6 | Air Slash | Range Attack | Range 90 ft., one target |
d20+3 to hit | Hit: 4d8+3 Flying-type damage | Fan Rotom attacks with a blade of air that slices even the sky. | Target must succeed on a DC 12 CON saving throw or flinch |
Mow Rotom
The lawn mower is one of the household appliances that led to the development of the Rotom Dex.
Armor Class | 16 |
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Hit Points | 6d8+2 |
Speed | 30 ft. Flying (hover) |
Strength | 16 (+3) |
Dexterity | 16 (+3) |
Constitution | 14 (+2) |
Intelligence | 10 (+0) |
Wisdom | 12 (+1) |
Charisma | 10 (+0) |
Damage Vulnerabilities | Bug | Fire | Ice |
Poison |
Damage Resistances | Electric | Grass | Water |
Steel |
Saving Throws | Dexterity d20+3 |
Skills | Advanced Tech d20+0 | Arcana d20+0 |
Languages | Common | Terran |
Challenge | 8 (3,900 XP) |
Special 1 | Levitate | Grass Rotom is immune to Ground-type moves |
Special 2 | Leaf Storm | Grass Rotom knows Leaf Storm as a move | The move is forgotten if it takes any other form. |
Special 3 | Form Change | Grass Rotom has 5 alternate forms that it can take | when it is near a household appliance. |
Action 1 | Astonish | Melee Attack | Range 5ft., one target |
d20+0 to hit | Hit: 1d8+0 Ghost-type damage | Grass Rotom shouts at a target it can see within range | in a startling fashion to distract it, and then attack. |
The target must succeed on a DC 12 CON saving throw or flinch. |
Action 2 | Confuse Ray | Range Attack | Range 50 ft., one target |
Grass Rotom creates a sinister ray that confuses a target it can see within range. | The target must succeed on a DC WIS 12 saving throw or become confused. |
Action 3 | Thunder Shock | Range Attack | Range 30 ft., one target |
d20+3 to hit | Hit: 1d6+3 Electric-type damage | Grass Rotom launches a jolt of electricity at a target it can see within range. | The target must succeed on a DC 12 CON saving throw or become paralyzed. |
Action 4 | Thunder Wave | Range Attack | Range 60 ft., one target |
Grass Rotom lets out a weak electrical charge to paralyze a target it can see within range. | The target must succeed on a DC 12 CON saving throw or become paralyzed. |
Action 5 | Uproar | Self/Melee Attack | Range 5 ft., one target |
d20+0 to hit | Hit: 6d6+0 Normal-type damage | Grass Rotom creates an uproar for three turns. | During it no target is able to sleep. |
The move ends early if you don’t attack or you miss. | When the uproar first starts, all sleeping targets are woken up. |
Action 6 | Leaf Storm | Range Attack | Range 90 ft., one target |
d20+3 to hit | Hit: 8d8+3 Grass-type damage | Grass Rotom whips up a storm of leaves | around a target it can see within range to slice it. |
The target must make a DC 13 DEX saving throw | On a successful save it takes half damage. | After using this move, your ranged attacks | suffer half damage the rest of the battle. |
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