|Editing:||Spelling and Grammar only|
|Size/Type:||Small Elemental (Metal, Electricity)|
|Hit Dice:||8d8 (36 hp)|
|Initiative:||+2 (+2 Dex)|
|Speed:||fly 40 ft. (perfect)|
|Armor Class:||13 (+1 size, +2 Dex), touch 13, flat-footed 11|
|Attack:||Slam +6 melee (1d6-1 plus shock)|
|Full Attack:||Slam +6/+1 melee (1d6-1 plus shock)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Spell-like Abilities, Shock|
|Special Qualities:||Elemental Traits, Mindless, Aura, Hardness 10|
|Saves:||Fort +6, Ref +8, Will +2|
|Abilities:||Str 8, Dex 15, Con 11, Int —, Wis 10, Cha 20|
|Skills:||Craft (Metalworking) +5, Listen +5, Spellcraft +5|
|Environment:||Any land and underground.|
|Treasure:||Standard (metal only).|
|Advancement:||9-15 HD (small)|
Magnetons are elemental spirits from the plane of metal. Their bodies are composed of bits of worked steel held together magnetically in a collection of associated spheres. Magnetons appear as 3 linked Magnemites, and this is no accident. A Magnemite that has found enough pieces of worked steel that are usable to it creates copies of itself that remain attached by magnetism. It is theorized that Magnetons are an intermediate step in Magnemite reproduction.
Magnetons are held together and aloft by magnetism, and do not need magic in order to hover and fly. However, Magnetons resonate strangely, and being near one is an unnerving experience. Experienced Pokémasters can sense the presence of a Magneton a mile away by a funny dry-metallic taste they leave in the air.
In cosmologies that do not have a separate elemental plane of metal, Magnetons are instead considered to be subtype [Earth].
Shock (Ex): A Magneton inflicts an extra 1d6 electricity damage with its slam attacks. This damage can be normal or nonlethal as the Magneton desires.
Mindless: Magnetons have no traditional abilities of rational thought - and are unreachable by telepathy. A Magneton is immune to mind-affecting effects.
Aura (Su): Magnetons alter the weather by their mere presence. The temperature around a Magneton raises slightly for nearly a mile in every direction, and moisture condenses out of the air. Any [Cold] or [Water] spell, spell-like ability, or supernatural ability used within a mile of a Magneton must succeed in a caster-level check (DC equals the hit dice of the strongest Magneton in range) or be dispelled.
Spell-like Abilities (Sp): At will: shocking grasp, telekinesis (sustained force only), detect magic, orb of electricity, shatter, sound burst, 1/day: chain lighting, call lighting storm, control weather, as a Sorcerer of a level equal to its hit dice.
- The sample Magneton has a save DC of 15 + spell level for spell-like abilities.
Skills: Magneton have a +5 racial bonus to Craft (metalworking), Listen, and Spellcraft checks, and may use Craft and Spellcraft as though they had an Intelligence modifier of +0.
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