Arcing Discharge: Each time a creature starts its turn in a space adjacent to a Voltaic Skeleton, that creature and any creatures adjacent to it take 1d8 lightning damage and must succeed on a DC 11 CON saving throw or be stunned until the start of their next turn. If an unconscious creature that has not yet been stabilized is hit by this ability, it is instantly stabilized provided the lightning damage does not kill it.

Lightning Rod: At the beginning of each of its turns, the Voltaic Skeleton gains 1 charge of this ability. A maximum of 3 charges can be stored. Upon use, the radius of the Arcing Discharge ability increases by 5 feet and its damage increases by 1d8. Multiple charges can be used at once. There is a 1 to 3 turn delay before this ability can be used again, depending on the number of charges that were consumed.