# Volt
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >bite: 1d4 (×2)
> >Melee/Ranged: +1/+6
> >Secondary: -4/+1
> >Multiattack: -1/+4
> >M/R_PA: +1/+6
> >2nd/PA: -4/+1
> >MA_PA: -1/+4
> >Itterative: 1
> > xDmg:: Str: -1; Str2: -1; StrOH: +0; StrPA: -1; StrPA2H: -1; StrPAOH: +0
> > xDCs:: Str: 10; Dex: 15; Con: 12; Int: 7; Wis: 12; Cha: 10
> > xFeat:: 1/1 (0)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Volt</div>
<div class="CR">CR 2 (600 XP)</div>
<div class="SOU">Converted</div>
<div class="SYS">Dungeons & Dragons OSR</div></div>
N Small Aberration (electricity)
**Init** +4
**Senses** darkvision 60 ft.; **Perception** +1
#### defense
**AC** 17, 15 touch, 13 flat-footed (+4 Dex, +2 natural, +1 size)
**hp** 10 (2d8+2)
**Fort** +1, **Refl** +4, **Will** +4
**Feint** 12, **Demoralize** 13
**Immune** electricity
#### offense
**Speed** fly 30 ft. (good)
**Melee** bite +4 (1d6-1 plus attach), tail slap -1 (1d4-1 plus 2d4 electricity)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** attach, blood drain, electricity
#### statistics
**Str** 8, **Dex** 18, **Con** 12, **Int** 2, **Wis** 12, **Cha** 8
**BAB** +1, **CMB** -1, **CMD** 13, **TA** +1, **RTA** +6
**Feats** [[Weapon Finesse]]
**Languages**
#### special abilities
### Attach (Ex)
A volt that hits with its bite attack locks itself onto the target, anchoring it in place. An attached volt is effectively grappling its prey. The volt looses its Dexterity bonus to AC, but holds on with great tenacity. A volt has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached volt can be struck with a weapon or grappled itself-- if its prey manages to win a grapple check or Escape Artist check against it, the volt is removed.
### Blood Drain (Ex)
If it grapples a foe, a volt drains blood at the end of its turn, dealing 1d4 Constitution damage.
### Electricity (Su)
A volt deals 2d4 points of electrical damage with its tail strike. An attached volt automatically hits a held opponent each round with its tail.