Volt Absorb. Whenever the zeraora takes lightning damage, it instead takes no damage and gains hit points equal to the damage dealt. Also, right after zeraora absorbs some lightning damage any creature grappling zeraora must make a DC 17 Constitution saving throw, taking 11 (3d4) lightning damage and be paralyzed on a failed save, or half as much damage and not be paralyzed on a success.
Electrical Touch. Whenever the zeraora makes a melee attack against a target and the attack hits, it deals an extra 2 (1d4) lightning damage to the target (included in the attack).
Close Combat. The zeraora makes two unarmed strikes, or two claw attacks, and a tail attack.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 9 (1d10+3) bludgeoning damage and 2 (1d4) lightning damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 9 (1d10+3) slashing damage and 5 (1d6+3) lightning damage. Miss: 3 (1d4+3) lightning damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 8 (1d12+3) bludgeoning damage.
Spark. RangedWeapon Attack: +8 to hit, range 10/355 ft., 1 target. Hit: 14 (2d8+3) lightning damage.
Volt Switch (Recharge 4-6). RangedWeapon Attack: +8 to hit, range 10/275 ft., 2 targets. Hit: 16 (2d8+3) lightning damage and the target(s) must succeed on a DC 16 Constitution saving throw or switch places with each other.
Thunder Wave (Recharge 3-6). The zeraota releases a paralytic electromagnetic wave from its electrically charged fur in a 30-foot sphere. All creatures within that radius must succeed on a DC 14 Constitution saving throw or be paralyzed until the next 2 rounds pass.
Psychic Agility. The zeraora creates a faintly glowing pink aura of psychic energy around itself. This makes it that the zeraora is immune to attempts to read it's thoughts and it gains +2 to Dexterity until the end of the next round.
Plasma Fists (Recharge 5-6). The zeraora charges super-powered, bright-blue electricity through its fur and claws before slamming its clawed fists onto the ground, creating a powerful electrical shockwave. All creatures within 30 feet of zeraora must make a DC 18 Constitution saving throw, taking 32 (4d8+3) lightning damage and be knocked prone on a failed save, or half as much damage and be pushed back 10 feet from their current position on a success.
Quick Attack. The zeraora moves up to its speed and makes a melee attack at the nearest reachable target.
Discharge (Recharge after Short or Long Rest). Any Huge or smaller creature that would make an attack against zeraora along with all other hostile creatures within 20 feet of zeraora must make a DC 16 Constitution saving throw, taking 17 (3d6) lightning damage and be paralyzed on a failure, or half as much damage and not be paralyzed on a success.
The zeraora can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The zeraora regains spent legendary actions at the start of its turn.
Slash. The zeraora makes a claw attack.
Revenge. The zeraora makes a melee attack against one hostile creature that harmed a creature friendly to it on its last turn.
Swift. The zeraora makes a DC 12 Dexterity (Athletics) check. If it succeeds, the next melee attack it makes is done with advantage.
Protect. The zeraora creates a glowing blue energy barrier around itself. This increases the zeraora's AC by 3 until the end of its next turn.
Giga Impact (Costs 2 Actions). The zeraora makes an unarmed strike against a target. If the attack hits the amount of bludgeoning damage is tripled.
Wild Charge (Costs 2 Actions). The zeraora makes a melee attack against a target with advantage. If the attack hits, the target takes an extra 18 (3d6) lightning damage and must succeed on a DC 16 Strength saving throw or be knocked prone.
Electricution Superpower (Costs 3 Actions). The zeraora unleashes a powerful fist-shaped, glowing blue-orange bolt of lightning at a target within 45 feet of it. The target must make a DC 18 Dexterity saving throw, taking 58 (11d6) lightning damage and be knocked prone and stunned on a failed save, or half as much damage and only be pushed back 35 feet from its current location on a success.
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