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<blockquote data-quote="Rybaer" data-source="post: 724101" data-attributes="member: 118"><p><strong>Ball Lightning</strong></p><p></p><p>Here's a version of the Ball Lightning I whipped up for ya.</p><p></p><p></p><p>Ball Lightning</p><p>Tiny Elemental (Air)</p><p></p><p>Hit Dice: 4d8 (18 hp)</p><p>Initiative: +9 (+5 dex, +4 improved initiative)</p><p>Speed: fly 60 ft. (perfect)</p><p>AC: 17 (+2 size, +5 dex), touch 17, flat-footed 12</p><p>Attacks: slam +2 melee</p><p>Damage: 1d3 – 1</p><p>Special Attacks: Lightning discharge</p><p>Special Qualities: DR 10/+1, elemental traits, electrically charged, electricity immunity</p><p>Saves: Fort +1, Ref +9, Will +1</p><p>Abilities: Str 8, Dex 21, Con 10, Int 4, Wis 11, Cha 13</p><p>Skills: Listen +9, Spot +9</p><p>Feats: Alertness, Improved Initiative</p><p></p><p>Climate/terrain: any (native plane)</p><p>Organization: Solitary, pair, flight (4-8)</p><p>Challenge Rating: 4</p><p>Treasure: none</p><p>Alignment: neutral</p><p>Advancement: 5-8 HD (tiny); 9-12 HD (small)</p><p></p><p>Ball lightnings are exotic creatures of elemental air. Typical specimens appear as a ball of crackling electrical energy only a foot in diameter. They are nimble and constantly on the move, frequently flying together in small groups. The air around ball lightnings has the charged feeling one would get just prior to a lightning strike and often smells of ozone.</p><p></p><p>Generally, ball lightnings are non-aggressive. When they feel threatened, however, they are dangerous foes with their ability to unleash powerful strokes of electricity at great distance. They are tactically minded enough to try to blast from a distance and stay on the move. While they will usually only fight in self-defense, these creatures sometimes perceive innocent behavior as an aggressive action, so they are best observed at a great distance.</p><p></p><p></p><p>Elemental traits (Ex): A ball lightning is immune to poison, sleep, paralysis, and stunning. It is not subject to critical hits or flanking, and it cannot be raised or resurrected. The creature also has darkvision (60 foot range).</p><p></p><p>Lightning Discharge (Su): A ball lightning can generate a Lightning Discharge once per round. This strikes a single target unerringly, to a range of 200 feet. Fort save DC 14 for half damage. This ability may be used once per round.</p><p></p><p>Electrically Charged (Ex): When the ball lightning is struck in melee combat by a natural or metallic weapon, the attacker is subjected to a strong reciprocal electric charge. The attacker takes 2d6 electrical damage. Fort save DC 14 for half damage.</p></blockquote><p></p>
[QUOTE="Rybaer, post: 724101, member: 118"] [b]Ball Lightning[/b] Here's a version of the Ball Lightning I whipped up for ya. Ball Lightning Tiny Elemental (Air) Hit Dice: 4d8 (18 hp) Initiative: +9 (+5 dex, +4 improved initiative) Speed: fly 60 ft. (perfect) AC: 17 (+2 size, +5 dex), touch 17, flat-footed 12 Attacks: slam +2 melee Damage: 1d3 – 1 Special Attacks: Lightning discharge Special Qualities: DR 10/+1, elemental traits, electrically charged, electricity immunity Saves: Fort +1, Ref +9, Will +1 Abilities: Str 8, Dex 21, Con 10, Int 4, Wis 11, Cha 13 Skills: Listen +9, Spot +9 Feats: Alertness, Improved Initiative Climate/terrain: any (native plane) Organization: Solitary, pair, flight (4-8) Challenge Rating: 4 Treasure: none Alignment: neutral Advancement: 5-8 HD (tiny); 9-12 HD (small) Ball lightnings are exotic creatures of elemental air. Typical specimens appear as a ball of crackling electrical energy only a foot in diameter. They are nimble and constantly on the move, frequently flying together in small groups. The air around ball lightnings has the charged feeling one would get just prior to a lightning strike and often smells of ozone. Generally, ball lightnings are non-aggressive. When they feel threatened, however, they are dangerous foes with their ability to unleash powerful strokes of electricity at great distance. They are tactically minded enough to try to blast from a distance and stay on the move. While they will usually only fight in self-defense, these creatures sometimes perceive innocent behavior as an aggressive action, so they are best observed at a great distance. Elemental traits (Ex): A ball lightning is immune to poison, sleep, paralysis, and stunning. It is not subject to critical hits or flanking, and it cannot be raised or resurrected. The creature also has darkvision (60 foot range). Lightning Discharge (Su): A ball lightning can generate a Lightning Discharge once per round. This strikes a single target unerringly, to a range of 200 feet. Fort save DC 14 for half damage. This ability may be used once per round. Electrically Charged (Ex): When the ball lightning is struck in melee combat by a natural or metallic weapon, the attacker is subjected to a strong reciprocal electric charge. The attacker takes 2d6 electrical damage. Fort save DC 14 for half damage. [/QUOTE]
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