Voltorb is spherical that resembles a Poké Ball with eyes and minus the button. The top half is red, while the bottom half is white. Because of its resemblance to Poké Balls, it is thought that it was created when one was exposed to an energy pulse.
This is supported by the fact that its components do not occur naturally. Voltorb is generally found in power plants and other areas with electric fields where it feeds. It was first discovered in the plant where modern Poké Balls were invented. It has a volatile temperament and will explode if agitated or bumped by the slightest contact.
Voltorb
It is said to camouflage itself as a Poké Ball. It will self-destruct with very little stimulus.
Armor Class | 13 |
---|
Hit Points | 4d4 |
Speed | 40 ft. |
Strength | 7 (-2) |
Dexterity | 16 (+3) |
Constitution | 11 (+0) |
Intelligence | 6 (-2) |
Wisdom | 11 (+0) |
Charisma | 10 (+0) |
Damage Immunities | Lightning | Poison | Thunder |
Condition Immunities | Paralyzed | Petrified | Poisoned |
Prone |
Senses | Passive Perception 10 |
Languages | Primordial |
Challenge | 1/4 (50 XP) |
Special 1 | Charge | As an action, the Voltorb can charge itself with excess electricity. | The Voltorb also becomes charged whenever |
it is subjected to lightning damage if it isn’t charged already. | While charged, the Voltorb has advantage on | Constitution saving throws, | its speed increases by 10 feet, |
and it sheds bright light in a 5-foot radius | and dim light for an additional 5 feet. | The Voltorb can hold its charge for up to 1 hour. | The first time the Voltorb deals lightning damage while charged, |
it deals an extra die of damage and loses its charge |
Special 2 | Self-Destruct | Whenever the Voltorb takes damage, | d20 , rolling 2d20 if the damage |
reduces the Voltorb to 0 hit points. | If a 1 is rolled, the Voltorb explodes in an electrified, | bomb-like burst. The Voltorb can also choose | to explode as an action. |
Exploding kills the Voltorb. | When the Voltorb explodes, | each creature within 10 ft. of it must make | a DC 10 Dexterity saving throw |
taking 2d6 fire damage | and 2d6 lightning damage on a failed save, | or half as much damage on a successful one |
Action 1 | Rollout | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft., one target | Hit 1d4+1 bludgeoning damage. | Voltorb can move up to its | speed before making this attack |
Action 2 | Spark | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 2d6 lightning damage |
Action 3 | Sonicboom | The Voltorb emits a damaging sound wave | that travels forward in a 20-foot line that is 5 feet wide. |
Each creature in that area must succeed on | a DC 10 Constitution saving throw or | take 1d8 thunder damage |
Electrode is round resembling an upside-down Poké Ball with a mouth and eyes. Its top half is white, while its lower half is red. For this reason, many Trainers try to pick it up, mistaking it for an item. Many know it by the nickname "Bomb Ball", due to its unpredictable and explosive nature.
Electrode tends to live in power plants where fresh electricity is being generated, which it consumes. As a result, it often causes blackouts. The more electric energy Electrode consumes, the faster it moves. Electrode explodes in response to even the smallest stimulation, simply to entertain itself, or because it has taken in too much electricity. But unlike Voltorb, Electrode can control its explosive ability at will. When full of stored electricity, it has been known to drift with the wind.
Electrode
Stores electrical energy inside its body. Even the slightest shock could trigger a huge explosion.
Armor Class | 14 |
---|
Hit Points | 9d6+9 |
Speed | 60 ft. |
Strength | 10 (+0) |
Dexterity | 18 (+4) |
Constitution | 13 (+1) |
Intelligence | 6 (-2) |
Wisdom | 12 (+1) |
Charisma | 10 (+0) |
Saving Throws | Constitution d20+3 |
Damage Immunities | Lightning | Thunder |
Condition Immunities | Deafened | Prone |
Senses | Passive Perception 11 |
Languages | Primordial |
Challenge | 2 (450 XP) |
Special 1 | Unstable | Whenever Electrode takes damage, | it must succeed on a DC 15 Constitution saving throw |
or be reduced to 0 hit points and use explosion |
Special 2 | Charge | As an action, the Electrode can charge itself with excess electricity. | The electrode also becomes charged whenever it is subjected |
to lightning damage if it isn’t charged already. | While charged, it has advantage on Constitution saving throws, | its speed increases by 10 feet, | and it sheds bright light in a 10-foot radius and dim light |
for an additional 10 feet. | Additionally, any creature that grapples the Electrode | or otherwise comes into direct contact with | it takes 2d6 lightning damage. |
The Electrode can hold its charge for up to 1 hour. | The first time the Electrode deals lightning damage while charged, | it deals an extra die of damage and loses its charge |
Special 3 | Explosion | Whenever the Electrode takes damage, | d20 rolling twice if the damage reduces the Electrode to 0 hit points. |
If a 1 is rolled, the Electrode explodes in an electrified, | bomb-like burst. The Electrode can also | choose to explode as an action. | Exploding kills the Electrode. |
When the Electrode explodes, | each creature within 15 ft. of it must make | a DC 11 Dexterity saving throw, | taking 4d6 fire damage |
and 4d6 lightning damage on a failed save, | or half as much damage on a successful one |
Action 1 | Rollout | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d6+2 bludgeoning damage. | Electrode can move up to its speed before making this attack |
Action 2 | Explosion | All creatures within 20 feet must make | a DC 12 Dexterity saving throw, |
taking 6d8 fire damage on a failed save, | or half as much damage on a successful one. | Electrode is reduced to 0 hit points |
Action 3 | Spark | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 2d10 lightning damage |
Action 4 | Sonicboom | The Electrode emits a damaging sound wave | that travels forward in a 30-foot line that is 5 feet wide. |
Each creature in that area must succeed on | a DC 11 Constitution saving throw or | take 1d12 thunder damage |
Lodrain Voltorb, like their modern counterparts, resemble the Poké Balls of the time period (made from Apricorns), having the same wood grain pattern and a hole on top, from which it discharges all of its stored electricity while lacking the latch. On the inside, they contain numerous seeds, but it has been impossible to examine their interior due it being pitch-black. Lodrain Voltorb has a distinctive red wooden unibrow.
Unlike the regular Voltorb, they have friendly and excitable temperaments, which leads them to cluster around people, causing them to be a nuisance when they discharge. It is known to let out a great, uproarious laugh whenever it discharges. Lodrain Voltorb can store electric currents in its belly. There are stories of people temporarily plugging the holes of Lodrain Voltorb to prevent them from discharging before removing them from their settlements.
Lodrain Voltorb
An enigmatic Pokémon that happens to bear a resemblance to a Poké Ball. When excited, it discharges the electric current it has stored in its belly, then lets out a great, uproarious laugh.
Armor Class | 15 |
---|
Hit Points | 10d4+20 |
Speed | 60 ft. |
Strength | 12 (+1) |
Dexterity | 21 (+5) |
Constitution | 14 (+2) |
Intelligence | 6 (-2) |
Wisdom | 10 |
Charisma | 12 (+1) |
Damage Vulnerabilities | Fire | Poison | Ice |
Damage Resistances | Lightning | Water | Electric |
Damage Immunities | Thunder |
Condition Immunities | Charmed | Exhaustion | Paralyzed |
Petrified | Prone |
Saving Throws | Constitution |
Skills | Intimidation |
Languages | Auran |
Challenge | 4 (1,100 XP) |
Special 1 | Aftermath | When the voltorb dies, | it explodes in a burst of electricity. |
Each creature within 10 feet of it must make | a DC 14 Dexterity throw, | taking 2d6 lightning damage | and 2d6 acid damage on a failed save, |
or half as much damage on a successful one |
Special 2 | False Appearance | While the Voltorb remains motionless, | it is indistinguishable from an ordinary object |
Special 3 | Soundproof | The Voltorb is always deafened |
Special 4 | Static | A creature that touches the Voltorb or hits it | with a melee attack while within |
5 feet of it takes 1d6 lightning damage |
Action 1 | Multiattack | The Voltorb makes two Spark attacks |
Action 2 | Self-Destruct (Recharge 6) | The Voltorb releases a burst of stored energy in a 1 | 5-foot radius sphere centered on itself. |
Each creature in that area must make | a DC 14 Dexterity saving throw, | taking 4d6 acid damage | and 4d6 lightning damage on a failed save, |
or half as much on a successful one. | The Voltorb loses HP equal to | the amount of damage dealt |
Action 3 | Spark | Melee Spell Attack | +7 to hit |
Range 5 ft., one Target | Hit 2d6 lighting damage |
In Lodrain, Electrode also resembles the upside-down Poké Balls of the time period, with a wooden pattern on its top half. Its eyes are large black holes inside a debossed pattern, resembling an angry glare. Its lower half is dark red with a constant frown along with a hole in the bottom. Interestingly, its surface texture is similar to that of an Apricorn.
When enraged, Lodrain Electrode can unleash an electric current equivalent to about 20 lightning bolts. It can also absorb and store chlorophyll energy along with electricity. It can also climb up trees.
A special Lodrain Electrode is worshipped by the Lodrain people due to it being one of the ten ancient Pokémon who received a blessing from Arceus. In particular, it is one of the Noble Pokémon who resides in Coronet Highlands, watched over by the Warden Melli.
Lodrain Electrode
The tissue on the surface of its body is curiously similar in composition to an Apricorn. When irritated, this Pokémon lets loose an electric current equal to 20 lightning bolts
Armor Class | 17 |
---|
Hit Points | 16d6+32 |
Speed | 80ft. |
Strength | 14 (+2) |
Dexterity | 25 (+7) |
Constitution | 15 (+2) |
Intelligence | 6 (-2) |
Wisdom | 12 (+1) |
Charisma | 12 (+1) |
Damage Vulnerabilities | Fire | Poison |
Damage Resistances | Lightning | Water |
Condition Immunities | Charmed | Exhaustion | Paralyzed |
Petrified | Prone |
Saving Throws | Constitution |
Skills | Intimidation |
Languages | Auran |
Challenge | 10 (5,900 XP) |
Special 1 | Aftermath | When the electrode dies, | it explodes in a burst of electricity. |
Each creature within 10 feet of it must make | a DC 19 Dexterity saving throw, | taking 4d6 lightning damage | and 4d6 acid damage on a failed save, |
or half as much damage on a successful one |
Special 2 | False Appearance | While the electrode remains motionless, | it is indistinguishable from an ordinary object |
Special 3 | Soundproof | The electrode is always deafened |
Special 4 | Static | A creature that touches the electrode or hits it with | a melee attack while within |
5 feet of it takes 2d6 lighting damage |
Action 1 | Multiattack | The electrode makes two spark attacks |
Action 2 | Chloroblast (Recharge 5-6) | The electrode releases a burst of stored energy in | a 30-foot radius sphere centered on itself. |
Each creature in that area must make | a DC 19 Dexterity saving throw, | taking 6d6 acid damage | and 6d6 lightning damage on a failed save, |
or half as much on a successful one. | The electrode loses HP equal to the | amount of acid damage dealt |
Action 3 | Spark | Melee Spell Attack | d20+11 to hit |
Range 5 ft., one target | Hit 4d6 lightning damage |
Comments