Conduit. Creatures that end their turn within 5 feet of the Blitzergeist must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) lightning damage.
Charged Passage. The Blitzergeist can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. The first time it moves through a creature on a turn, the creature must make a DC 13 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one.
Fade. At the end of each of the Blitzergeist's turns, roll a d20. On an 11 or higher, the Blitzergeist vanishes from the Material Plane and shifts to the Ethereal Plane. It remains there until the start of its next turn, when it reappears within 10 feet of the spot it vanished from. While on the Ethereal Plane, it is invisible and cannot interact with creatures or objects on the Material Plane. This effect does not trigger if the Blitzergeist is possessing a creature. If this effect triggers, any ongoing effects from Electric Drain immediately end. The Blitzergeist cannot use Electric Drain, Ghostly Discharge, or Possession while on the Ethereal Plane.
Sunlight Sensitivity. While in sunlight, the Blitzergeist has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
Electric Drain. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) lightning damage. The target must succeed on a DC 13 Wisdom saving throw or take 7 (2d6) lightning damage at the start of each of its turns for 1 minute. The Blitzergeist regains hit points equal to the lightning damage dealt. The effect ends early if the target succeeds on a DC 13 Wisdom saving throw at the end of one of its turns, the Blitzergeist possesses a creature, or if the target moves more than 60 feet away from the Blitzergeist.
Ghostly Discharge (Recharge 5–6). The Blitzergeist emits electrical energy in a 20-foot radius. Each creature in that area must make a DC 13 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much on a successful one. Creatures that fail the save are also silenced until the end of their next turn.
Possession (Recharge 6). One humanoid that the Blitzergeist can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the Blitzergeist; the Blitzergeist then disappears, and the target is incapacitated and loses control of its body. The Blitzergeist now controls the body but doesn’t deprive the target of awareness. The Blitzergeist can’t be targeted by any attack, spell, or other effect except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the Blitzergeist ends it as a bonus action, or the Blitzergeist is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the Blitzergeist reappears in an unoccupied space within 5 feet of the body. The target is immune to this Blitzergeist’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.
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