Galvanic Scar 2 (6)

Planar Bestiary

Spells that channel bolts of lightning at foes are adored by wizards and hated by those at the other end of the crackling fingertips or wand. Each time such a spell is flung at foes, it leaves behind an eye-watering afterimage, the smell of storms, and often a seared and smoking foe. But on very rare occasions, the energy of the bolt resonates in the area to rip open an aperture to the Elemental Chaos, through which emerges a galvanic scar.

Magical lightning is usually required to summon a galvanic scar, but sometimes normal lightning striking ruins saturated in magical energy can also give rise to one of these elemental creatures. Appearing in crackling gaps of jagged electricity within tiny puffs of storm clouds, a galvanic scar resembles the silhouette of a serpent, usually no more than 3 feet long and often with two humanoid arms near the head.

As a being formed of pure energy, galvanic scars don't require air, food, drink, or sleep.

Motive: Inhabit beings of flesh

Environment: Anywhere in the multiverse magical lighting has recently struck, alone or in squalls of three

Health: 6

Damage Inflicted: Minor wound (2 points)

Armor: 1

Movement: Short; short when teleporting as a bolt of lighting

Modifications: Speed defense as level 3 due to small size; inhabits living creatures as level 4

Combat: The galvanic scar attacks by hurling a spark of electricity at a target within short range, inflicting 2 points of Speed damage (ignores Armor). On a failed Might defense task, the damaged target is electrified such that any other attacks using electricity made against the target are eased for one minute.

A foe touching or hitting the scar with a melee attack is affected as if hit with a hurled spark of electricity.

A scar can attempt to inhabit a living creature within immediate range about once each minute. If the target fails a level 4 Intellect defense task against this electrically mediated attack, the scar disappears into the new host's body. The scar can't be targeted by any attack, spell, or other effect. The inhabitation lasts until the host body drops to 0 health or Pool points, or the scar ends the inhabitation as part of another action. While inhabited, the target becomes overly enthusiastic about electricity, and must succeed on an Intellect defense task each time they witness it; if they fail, they must attempt to expose themself to the electricity, such as by jumping in front of an ally's ability that uses electricity offensively or running out into a lightning storm. When the inhabitation ends, the scar reappears next to the target. The target is immune to this effect for one day after succeeding on the defense task to avoid inhabitation or after the inhabitation ends.

As part of another action, the galvanic scar can travel instantly as a bolt of lightning, effectively teleporting to an open space within long range.

A galvanic scar is immune to electricity and sonic attacks.

Interaction: Once accidentally summoned (or spawned then and there, as some people believe), galvanic scars are eager to remain in a Material Plane world. They can do so by touching living things around them, feeding off the minute amounts of bioelectricity that most creatures possess. If successful, they subsume themselves in the flesh of a host creature for a time, until they are drawn out by an even more impressive source of lightning, such as another spell that channels lightning or a natural thunderstorm.

Use: Some wizards seek to collect galvanic scars for use in spell research. If properly contained in a glass jar insulated just so, a galvanic scar can be held indefinitely, though they rage like a miniature storm inside their container.

GM Intrusion: A character's metallic armor becomes magnetized, hindering all their physical tasks and attracting other metal objects while the galvanic scar is present and for one minute afterward.