Lightning 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 while within 5 feet of it takes 3 (1d6) lightning damage. In addition, the 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 3 (1d6) lightning damage and must make a DC 13 Constitution saving throw or fall prone. If the creature is holding or wearing anything made of metal, they make the saving throw at disadvantage.
Multiattack. The elemental makes two zap attacks.
Zap. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) lightning damage.
Overload (Recharge 4–6). Each creature within 5 ft. of the elemental must make a DC 13 Constitution saving throw. On a failed save, a Creature takes 2d8 lightning damage and falls prone. On a success, the creature takes half that damage and does not fall prone. If the creature is holding or wearing anything made of metal, they make the saving throw at disadvantage.
Description
A lightning elemental is a bolt of lightning come alive, a rough humanoid form made of jagged, crackling electricity. Lightning elementals surge about erratically, striking without rhyme or reason. They, like true lightning, are drawn to objects made of metal.