No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 75' (25')
Armor Class: 4
Hit Dice: 12
Attacks: 1 (touch)
Damage: 6d6
Save: L12
Morale: 11
Hoard Class: XVIII
XP: 12,400
Voltergeists are the sizzling psychic manifestations of those killed via electrocution. The hostile beings appear as portly, plodding, 7'-tall bipeds composed of crackling energy. Despite their incandescence and crackling noisiness, voltergeists are bizarrely stealthy (Surprising on a 1-4 on 1d6).
Voltergeists can burn through any obstruction. Simple locks and doors take a single round, while thicker walls and barricades may take 1d6 rounds.
Voltergeists feed on electricity, and absorb it from any contraption they contact; artifacts are drained at a rate of 1d10 charges per round. They also hate mechanical devices in all their forms (including robots), and target them for destruction after dealing with living opponents.
Voltergeists are wholly immune to all adverse environmental effects, and can only be damaged and / or restrained by Mental Mutations and magnetism-based attacks.
Voltergeists can burn through any obstruction. Simple locks and doors take a single round, while thicker walls and barricades may take 1d6 rounds.
Voltergeists feed on electricity, and absorb it from any contraption they contact; artifacts are drained at a rate of 1d10 charges per round. They also hate mechanical devices in all their forms (including robots), and target them for destruction after dealing with living opponents.
Voltergeists are wholly immune to all adverse environmental effects, and can only be damaged and / or restrained by Mental Mutations and magnetism-based attacks.
Mutations: Energy-Retaining Cell Structure (x2), Fear Generation
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[Inspired by The Scooby-Doo Show episode #4, "Watt A Shocking Ghost" (1976)]