Lightning Elemental
Medium • Elemental • Neutral
Armor Class 15
Hit Points 71 (11d8 + 22)
Speed 10 ft., fly 60 ft. (hover)
Initiative +5 (15)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 21 (+5) | 15 (+2) | 6 (-2) | 10 (+0) | 6 (-2) |
Saving Throws Dex +8
Damage Resistances thunder; bludgeoning, piercing, slashing
Damage Immunities lightning, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Primordial (Auran)
CR 5 (XP 1,800; PB +3)

Air Form. The elemental can enter a creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Unusual Nature. The elemental doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The elemental makes three Lightning Slam attacks.
Lightning Slam. Melee Weapon Attack: +8, reach 5 ft. Hit: 12 (2d6 + 5) lightning damage, and the target can’t use reactions until the end of its next turn.
BONUS ACTIONS
Shocking Attraction (1/Day). Constitution Saving Throw: DC 13, each creature that the elemental has hit with its Lightning Slam this turn, which is also within 30 feet of another creature hit by the elemental this turn. Failure: The target becomes stunned until the end of its next turn.
REACTIONS
Arc Over. Trigger: The elemental is hit by a ranged attack from a creature within 60 feet. Response: The elemental moves into the space of the attacker without provoking opportunity attacks.
Lightning Elemental
Medium • Elemental • Neutral
Armor Class 14
Hit Points 38 (7d8 + 7)
Speed 10 ft., fly 60 ft. (hover)
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 19 (+4) | 13 (+1) | 6 (-2) | 10 (+0) | 6 (-2) |
Saving Throws Dex +6
Damage Resistances thunder; bludgeoning, piercing, slashing
Damage Immunities lightning, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Primordial (Auran)
CR 2 (XP 450; PB +2)

Air Form. The elemental can enter a creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Unusual Nature. The elemental doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The elemental makes two Lightning Slam attacks.
Lightning Slam. Melee Weapon Attack: +6, reach 5 ft. Hit: 11 (2d6 + 4) lightning damage, and the target can’t use reactions until the end of its next turn.
BONUS ACTIONS
Shocking Attraction (1/Day). Constitution Saving Throw: DC 11, each creature that the elemental has hit with its Lightning Slam this turn, which is also within 30 feet of another creature hit by the elemental this turn. Failure: The target becomes stunned until the end of its next turn.
REACTIONS
Arc Over. Trigger: The elemental is hit by a ranged attack from a creature within 30 feet. Response: The elemental moves into the space of the attacker without provoking opportunity attacks.
Lightning Elemental
Medium • Elemental • Neutral
Armor Class 16
Hit Points 97 (13d8 + 39)
Speed 10 ft., fly 60 ft. (hover)
Initiative +6 (16)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 23 (+6) | 17 (+3) | 6 (-2) | 10 (+0) | 6 (-2) |
Saving Throws Dex +9
Damage Resistances thunder; bludgeoning, piercing, slashing
Damage Immunities lightning, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Primordial (Auran)
CR 8 (XP 3,900; PB +3)

Air Form. The elemental can enter a creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Unusual Nature. The elemental doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The elemental makes four Lightning Slam attacks.
Lightning Slam. Melee Weapon Attack: +9, reach 5 ft. Hit: 13 (2d6 + 6) lightning damage, and the target can’t use reactions until the end of its next turn.
BONUS ACTIONS
Shocking Attraction (2/Day). Constitution Saving Throw: DC 13, each creature that the elemental has hit with its Lightning Slam this turn, which is also within 30 feet of another creature hit by the elemental this turn. Failure: The target becomes stunned until the end of its next turn.
REACTIONS
Arc Over. Trigger: The elemental is hit by a ranged attack from a creature within 60 feet. Response: The elemental moves into the space of the attacker without provoking opportunity attacks.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
