|Editing:||Spelling and Grammar only|
|Size/Type:||Small Magical Beast (Electricity)|
|Hit Dice:||7d10+7 (45 hp hp)|
|Initiative:||+4 (+4 Dex)|
|Armor Class:||17 (+1 size, +4 dexterity, +2 natural), touch 15, flat-footed 13|
|Attack:||Bite +7 melee (1d3-1 plus 1 electricity) or Spark +12 ranged touch (2d6+4 electricity, 50 ft. max range)|
|Full Attack:||Bite +7 melee (1d3-1 plus 1 electricity) or Spark +12 ranged touch (2d6+4 electricity, 50 ft. max range)|
|Space/Reach:||5 ft./0 ft.|
|Special Attacks:||Spark, Thunder Wave, Discharge|
|Special Qualities:||Voltage, Electricial Manipulation, Charge-Up, Nasty Plot, Baton Pass, Resistance to Electricity 24|
|Saves:||Fort +7, Ref +10, Will +5|
|Abilities:||Str 8, Dex 19, Con 12, Int 9, Wis 15, Cha 18|
|Skills:||Use Magic Device +16 (+19 for [Electricity] effects)|
|Feats:||Luck of Heroes, Run, Alertness|
|Environment:||Where there are people|
|Organization:||Usually found in pairs (1 Plusle, 1 Minun)|
|Alignment:||Usually Good, Often Chaotic|
|Advancement:||8-10 HD (Small)|
Spark (Su): Plusle and Minun can make a 50 ft. ranged touch attack at will as an attack action. This deals 2d6 + Plusle or Minun's Charisma modifier electricity damage. This is an [Electricity] effect.
Thunder Wave (Su): 1/3 rounds, a Plusle or Minun may unleash a 30 ft. cone of electricity. This deals no damage, but all in the area must still make a DC 17 Ref save or be paralyzed for 1d4 rounds.
Discharge (Su): If it has charged up, a Plusle or Minun may unleash a blast of electricity. A 10' burst centred on the critter catches all in the area. It deals 2d6 electricity damage per hit die, with a DC 17 Ref save for half. If it had charged up twice, then it deals 3d6 damage per hit die and the DC increases by +2.
Discharge may only be used once per hour, and fatigues the user.
Voltage (Ex): Plusle and Minun have a synergistic effect on each other. If a Plusle is within 30' of a Minun, the Minun gains a Deflection bonus to AC and Resistance bonus to saving throws, both equal to Plusle's Charisma modifier. If a Minun is within 30' of a Plusle, the Plusle gains a +2 bonus to the save DCs of its abilities, and a number of bonus d6 of damage on all [electricity] effects equal to Minun's Charisma modifier.
- Example: a standard Plusle and Minun stand next to each other. Minun's AC becomes 21 (flat 17 touch 19) and saves become +11/+14/+9. Plusle deals 6d6+4 with Spark, Thunder Wave is DC 19, and Discharge deals 18d6 damage with a DC of 19, unless it charged up twice, where it deals 25d6 with a DC of 21.
Electrical Manipulation (Ex): Due to their electrical natures, Plusle and Minun can individually mess with electrical systems, activating simple devices and causing malfunctions in anything. Computer systems are allowed a Fortitude save against a DC of 10 + 1/2 HD + Cha mod. They also receive a +2 bonus on Use Magic Device checks in general, or +5 for [electric] devices.
If there is one of each, they can carefully utilise even complex machines and computers simply with electrical control. They also double the bonuses.
Charge-Up (Ex): If a Plusle or Minun spends a full round charging up, they can build up their electrical power. This grants several benefits: they emit light as per the spell, but the flickering light grants a 20% miss chance to attacks made against them. They also gain temporary HP equal to 10 + their HD.
These effects end in 5 rounds, or as soon as they use an [Electricity] effect, which gains the following benefits:
- Empowered damage (does not apply to Discharge)
- Double duration
- +2 to the save DC (does not apply to Discharge)
Baton Pass (Su): With a touch attack and a Move action, a Plusle or Minun can pass any enhancement bonuses over to an ally of their choosing.
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