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 that damage and loses its charge.
Self-Destruct. Whenever the Voltorb takes damage, roll a d20, rolling two d20 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 knocks the Voltorb unconscious.
When the Voltorb explodes, each creature within 10 ft. of it must make a DC 10 Dexterity saving throw, taking 3 (1d6) fire damage and 3 (1d6) lightning damage on a failed save, or half as much damage on a successful one.
Spark. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) lightning damage.
Sonicboom. The Voltorb emits a damaging soundwave that travels forward in a 20-foot line that is 5 feet wide. Each creature in the area must succeed on a DC 10 Constitution saving throw or take 4 (1d8) thunder damage.
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