Homebrew Zeraora Species Details

Zeraora is a humanoid, feline pokémon with primarily yellow and black fur covering its body. The fur is thinner and black on its lower legs, lower body, upper arms, and face, and is thicker and yellow everywhere else. Its head is framed by yellow fur that borders its blue eyes. There is also a zigzagging black stripe on the side of each thigh and two more stripes on each forearm, reminiscent of lightning. There are small tufts of light blue fur on its chest and a longer tuft on its forehead, which are also shaped like lightning bolts. Zeraora also has a single, lightning bolt-shaped blue whisker on each cheek. A long, ponytail-like or tail-like bunch of fur extends from between its shoulders. Zeraora has large ears with black tufts inside. Its front paws have four clawed fingers and light blue pads, while its hind paws have only three clawed toes.

Unlike many electric pokemon, zeraora lacks an electricity-generating organ, so it has to gather and store electricity from outside sources. This pokémon can create a very powerful magnetic field through the strong electric currents emitted from its paw pads and electric storage. Using this magnetic field allows it to levitate and move at high speeds while airborne, zipping around as fast as a lightning strike. Its fur is known to stand on end whenever it is using massive amounts of electricity. Zeraora can tear its opponents apart with its high-voltage claws. Even if the opponent dodges, they still usually get electrocuted by the residual flying sparks.

Zeraora is a rare pokemon from the Alola region, or some landmass near the archipelago. They are known to be endangered following the disasters of Ultra Wormholes that ripped across the region. Zeraora evolved to take advantage of tropical storms that would occasionally blow through the area and recharge their lightning storage. This left them vulnerable to poachers during prolonged times of good weather. Their natural homes have also been ravaged by fires following expanding human developments This has brewed a lot hostility towards humans for zeraora.

Being highly solitary, most zeraora usually roam alone. They train by themselves and tend to avoid humans. That doesn't mean they are friendly towards others of their own either. Zeraora are highly confrontational and territorial of locations they mark with their lightning-charged claws. They tend not to convene around the territories of others of their kind unless it is time to find a partner. However, they never stay for long after having young.

Zeraora Traits

As a Zeraora, you possess a number of traits associated with your electric nature.

Ability Score Increase

Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age

Zeraoras can be thought to have lifespans equivalent to humans.

Alignment

Zeraoras tend to be somewhat reclusive and calm. However, when one is angered, their fury tends to explode with a flurry of claws and lightning. A chaotic alignment might be appropriate.

Size

Zeraoras are shorter on average than Human, and have relatively slender builds. Your size is medium.

Speed

Your base walking speed is 30 feet.

Electric Agility

Your reflexes and agility allow you to move with thunderous bursts of speed. When you move on your turn in combat, you can double your speed until the end of the turn. When you do so, your speed is such that you do not provoke opportunity attacks. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Plasma Claws

Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

In addition, sparks naturally fly off your hands as you swing or swipe with them. You know the Shocking Grasp Cantrip, and may cast it within 10 feet of yourself. Once per turn, when you make a melee attack, you may also cast Shocking Grasp for no action, but it deals half its usual damage. If your initial melee attack succeeds, the shocking grasp also succeeds.

Absorb Electricity

You possess the ability to absorb electricity. You are immune to lightning damage. Furthermore, once per short rest, you may cast the Absorb Elementsif and only if you are affected by an effect that would otherwise deal lightning damage to you.

Language

You can speak, read, and write Common and one other language of your choice.

Iron Thunderclap

A futuristic, metallic version of its mythical counterpart with claws and a long, ponytail-like or tail-like made out of pure plasma energy, and lightning quick reflexes. Like its predecessor, it lacks an electricity-generating organ, but it has a electrical core stored within its chest, along with the ability to be more flexible and gaining night vision in its LED eyes. It also has been known to work alongside humans unlike it’s predecessor.

Dark Vision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Volt Absorb

When you succeed on a saving throw against an effect that would deal lightning damage, you instead take no damage and gain temporary hit points equal to half the damage. These hit points last until the end of your next long rest.

Wild Charge

You know the Ashardalon's stride spell. Charisma is your spellcasting modifier for it. When you cast this spell in this way, you deal thunder damage instead of the usual fire damage. You regain use of this trait when you complete a short or long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
12/27/2022 8:11:28 AM
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