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Power Shock  [Printer-friendly version]
by Eric Hab
Posted on 16-Oct-2007

Power Shock                                          

This Stocky humanoid stands hunched about the size of a human

child. It’s purple skin is overshadowed by the bright blue

emanations of electrical power from it’s eyes and arms.

It also stands on what appears to be clouds of electricity,

allowing it to glide effortlessly across the floor.

 

Creatures created by the Dramohje, Power Shocks were

created as an attempt at making permanent

summons of electric constructs.  In their usual

fashion of making hybrids, the closest they could

come up with was the Power Shock that commands

electricity absolutely.

 

Power Shocks stand approximately 2 ½ feet tall and typically

weigh 1 lbs as their energetic nature is manifest in their lack

of mass.

 

Combat

The Power Shock generally tries to surprise his opponents, not

by sneaking in silently and hiding, but by charging at

them from far away.

Electric Absorption (Su): All electricity damage sustained by a Power Shock instead heals it for the same amount of hp as it was supposed to damage.  This also applies for area effects, but other targets in the area are affected normally.

 

Electric Speed (Ex): The Power Shock creates a nimbus of electric power on which it floats a few inches above the ground. this allows it a great speed of 80 feet.  It is unaffected by caltrops or other effects that rely on pressure, such as pressure sensing traps. The Power Shock can also use this ability to move up walls at half-speed (40 feet) but cannot move across a surface up-side down.

 
Lightning Flash (Su):  As a standard action, the power shock can focus its energy into a powerful bright blast that blinds all those within 30 feet that fail a DC 18 reflex save.  The blindness lasts for 1 round.  Doing so does not provoke attacks of opportunity. This ability can be used at will and can be used every 1d3 rounds.

 
Pounce: When a creature with this special attack makes a charge, it can follow with a full attack.

 Strategy

The Power Shock tries to surprise its enemies and pounce on them.

 

If it is attacking and starts taking too much damage, it uses its lightning flash ability, then dashes away, only to come dashing back next round to use it’s pounce attack once again.  Given its high dexterity and mobility, it does not usually worry about attacks of opportunity from movement and uses it’s superior movement to maximum advantage.

 


 

 

Power Shock

Small Outsider

Hit Dice:

6d8+6 (33 hp)

Initiative:

+9 (+7 dex)

Speed:

30ft (6 squares), Hover 80ft (16 squares)

Armor Class:

22 (+1 size, +9 dex, +2 natural)

Base Attack/Grapple

+6/-1

Attack*:

Claw +15 melee (1 + 2d6 electricity damage)

Bite +15 melee (1 + 2d8 electricity damage)

Full Attack*:

2 claws +15 melee (1 + 2d6  electricity damage)

and Bite +10 melee  (1 + 2d8 electricity damage)

Space/Reach:

5ft/5ft

Special Attacks

Lightning Flash, Pounce

Special Qualities

Darkvision 60ft, DR5/-, Electric absorption,  Electric Speed, Immunity to Electricity

Saves:

Fort +6, Ref +14, Will +2

Abilities:

Str 5, Dex 28, Con 12, Int 6, Wis 5, Cha 15

Skills:

Balance +13, Escape Artist +14, Jump +6, Spot +6, Listen +6

Feats:

Weapon Finesse, Defensive Move, Mobility

Environment:

Dry mountains

Organization

Solitary, or small groups (2-5)

Challenge Rating

5 (untested)

Treasure

None

Alignment

Usually neutral evil

Advancement

-

Level Adjustment

(8-10 HD) Medium, (11-14 HD) Large

*Claw and Bite damage are 1d3-3 and 1d4-3, but are set at one for the sake of simplicity.

 


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