Large Elemental, Neutral
Armor Class 15 natural armor
Hit Points 135 (15d10 + 60)
Speed 0 ft., Fly 90 ft.
STR
16 (+3)
DEX
19 (+4)
CON
17 (+3)
INT
9 (-1)
WIS
10 (+0)
CHA
11 (+0)
Saving Throws DEX +7, CON +6
Damage Resistances Acid, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Lightning, Poison, Thunder
Senses Blindsight 120 ft., Passive Perception 10
Languages Auran
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Tempest Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack takes 7 (2d6) 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 must make a DC 16 Constitution saving throw, taking 7 (2d6) lightning damage on a failure, half as much on a success. Any creature that ends its turn within the elemental's space must also make this saving throw.

Magic Weapons. The elemental's weapon attacks are magical.

Grounding. Lightning damage dealt by the elemental to earth elementals, or targets buried or burrowing in the ground is halved.

Actions

Multiattack. The elemental makes two melee attacks and can use Blinding Thunder.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 4  (1d6) thunder damage.

Shock. Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 18 (5d6) lightning damage. This attack has advantage against a target wearing metal armor.

Blinding Thunder. Each creature in the elemental’s space must succeed on a DC 16 Constitution saving throw or become blinded and deafened until the end of the elemental’s next turn.

Thunder Pulse. The elemental chooses a direction, then pushes unsecured objects within its space that aren't being worn or carried 30 feet in that direction. Each creature in the elemental's space must make a DC 13 Constitution saving throw or take 11  (2d6 + 4) bludgeoning damage plus 11  (3d6) thunder damage, is knocked prone, and is pushed 30 feet in that direction.

Vortex (Recharge 6). The elemental pulls all unsecured objects within 30 feet of it that isn't being worn or carried up to 30 feet closer to the center of its space. Each creature within 30 feet of the elemental must make a DC 13 Strength saving throw. On a failure, a target takes 22 (5d6 + 4) bludgeoning damage, is knocked prone, and is pulled up to 30 feet toward the center of the elemental's space.

Description

A storm elemental could be considered a powerful combination of three elements: air, lightning, and thunder. It takes the shape of a dark stormcloud with the vague semblance of a face and limbs forming from crackling lightning within. When performing it's most powerful attacks, all humanoid resemblance gives way to a deadly mix of thunder and lightning.

 

Art credit: "Air Colossus" by Kosa Zsolt
Monster Credit: edits made to "Storm Elemental" stats from dndunleashed with additions from "Storm Elemental" from dandwiki.

I would post links but DDB won't let me share.

Previous Versions

Name Date Modified Views Adds Version Actions
7/24/2022 6:28:21 PM
7
1
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Coming Soon

Monster Tags: Elemental

Habitat: CoastalGrassland

LKAthys

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