Volt (CR 2)
AC: 17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 13
Hit Dice: 2d8+1 (10 hp)
Fort +1, Ref +3, Will +4
Speed: Fly 30 ft. (good)
Space: 5 ft./5 ft.
Base Attack +1; Grapple -4
Attack: Bite +4 melee, tail strike -1 melee
Full Attack: Bite +4 melee, tail strike -1 melee
Damage: Bite 1d6-1 and blood drain, tail strike 0 and 2d4 electricity
Special Attacks/Actions: Attach, blood drain, electricity
Abilities: Str 8, Dex 18, Con 12, Int 2, Wis 12, Cha 8
Special Qualities: Electricity immunity
Feats: Weapon Finesse (bite)
Skills: Listen +3 and Spot +3
Advancement: 3-4 HD (Small); 5-6 HD (Medium-size)
Climate/Terrain: Any land and underground
Organization: Gang (2-4), mob (6-11), or swarm (12-20)
Attach (Ex): A volt that hits with its bite attack latches onto its foe's neck and drains blood each round. An attached volt automatically hits its foe with its bite and tail strike each round. An attached volt has an AC of 13.
Blood Drain (Ex): A volt drains blood, dealing bite damage and 1d4 points of temporary Constitution damage each round it remains attached.
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.
Electricity Immunity (Ex): Volts are immune to all electrical effects.
A volt attacks by latching onto its foe's neck and draining blood each round. A volt will strike a held foe with its tail, dealing electrical damage. A volt will not let go until either it or its opponent is dead.
The Volt first appeared in the Fiend Folio (1981).