Storm Elementals
Storm Elementals are lifeforms native to the Elemental Plane of Air. These creatures tend to have a relatively amorphous appearance resembling that of an unstable mass of electric energy. Depending on the temperament of the elemental, it can manipulate its form to take nearly any form of its choice. If they are conjured by a spellcaster, they often take a form desired by their summoner.
Storm Attraction
Unbound storm elementals typically are driven by their innate primordial instincts. These entities primarily seek out any source of electrical energy from which they are able to feed. As a result, they tend to flock around thunderstorms or hurricanes. Because of this behavior, they are often mistakenly considered to be the cause of these storms wherein reality, they only come there to feed. This behavior also makes them easy to lure by arcanists and druids who seek to acquire they aid for various experiments or rituals.
Territorial Instincts
Although storm elementals have no reason to prey upon humanoids, they are still considered to be somewhat dangerous due to their territorial nature. Because of their behavior, they can prove to be quite the nuisance, especially when they congregate around sources of electrical energy.
Battle Tactics
Storm elementals are known to be extremely explosive combatants unleashing a barrage of thunderbolts on their opponents. In combat, storm elementals make full use of their superior mobility thanks to their ability to teleport by transforming into pure energy. They typically avoid melee combat and will only enter into close combat when unleashing an electrical shockwave that paralyzes anything in its wake.
Charged Absorption
Thanks to their ability to absorb electrical energy, storm elementals are extremely dangerous in groups as they are able to trigger a chain reaction of electrical bursts. The best strategy to dealing with these elementals is to limit their mobility and to force them into close combat. If fighting multiple at a time, it is important to keep them separated from their allies.
Storm Elemental
Large Elemental, chaotic neutral
- Armor Class 14 (Natural Armor)
- Hit Points 90(12d10+24)
- Speed 50ft., fly. 50ft. (hover)
STR DEX CON INT WIS CHA 12 (+1) 19 (+4) 15(+2) 6 (-2) 10 (+0) 16 (+3)
- Skills Perception +3
- Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks; thunder
- Damage Immunities Poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses darkvision 60ft., passive Perception 13
- Languages Auran, Primordial
- Proficiency Bonus +3
- Challenge 6 (2300 xp)
Elemental Nature The storm elemental doesn't require air, food, drink, or sleep
Illumination The storm elemental gives off a dim light in a 30ft. radius around it.
Lightning Absorption When the storm elemental takes lightning damage, it takes no damage and regains a number of hitpoints equal to the damage dealt. Upon using this feature, the storm elemental can reroll a d6 to regain its Shockwave ability, if it is not already available.
Lightning Body The storm elemental can move through a space as narrow as 1 inch without squeezing. A creature that touches or hits the storm elemental with a melee weapon attack while within 5ft of it takes 4(1d8) lightning damage.
In addition, the storm elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 4(1d8) lightning damage.
Stormy Demise When the storm elemental is reduced to 0 hitpoints, creatures within 10ft. of it must succeed a DC 13 Dexterity saving throw. On a failed saving throw, creatures take 13(3d8) lightning damage o
Actions
Multiattack. The storm elemental can make two attacks with either its choice of a Charged Touch or Chain Lightning
Charged Touch. Melee Weapon Attack: +7 to hit, 5ft., one target. Hit 13 (2d8+4) lightning damage. This attack has advantage against a target in metal armor.
Chain Lightning. Ranged Weapon Attack: +6 to hit, 90ft., one target. Hit 13 (2d8+4) lightning damage. Creatures within 10ft. of the target must succeed a DC 14 Dexterity saving throw or take 9(2d8) lightning damage as well.
Shockwave (Recharge 5-6) Creatures within 30ft. of the storm elemental must succeed a DC 14 Dexterity saving throw. On a failed saving throw, the target takes 27 (6d8) lightning damage and is paralyzed until the end of its next turn. On a successful saving throw, the creature takes half damage and is not paralyzed.
Bonus Actions
Storm Blink The storm elemental can use its bonus action to teleport up to 50ft. to a spot that it can see within range. Creatures within 10ft. of the elemental must succeed a DC 14 Constitution saving throw. On a failed saving throw, creatures cannot take reactions until the end of its next turn.