Stormforged

Large • Construct • Unaligned

Armor Class 17

Hit Points 127 (15d10 + 45)

Speed 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
18 (+4)10 (+0)17 (+3)6 (-2)10 (+0)1 (-5)

Damage Immunities lightning, poison, psychic

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 10

Languages -

CR 8 (XP 3,900; PB +3)

Lightning Absorption. Whenever the stormforged is subjected to lightning damage, it gains 1d4 Electric Charges, up to a maximum of 7 charges. All charges are lost after 8 hours.

Storm Attraction. When the stormforged starts its turn in a stormy condition that produces lightning, lightning strikes it, subjecting it to 3d8 lightning damage.

Unusual Nature. The stormforged doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The stormforged makes two Slam attacks. Before or after these attacks, it can use Electro Cage or Lightning Discharge once.

Slam. Melee Weapon Attack: +7, reach 5 ft. Hit: 14 (3d6 + 4) bludgeoning damage plus 2 (1d4) lightning damage for each Electric Charge it currently has.

Electro Cage (3/Day; 4 Electric Charges). The stormforged shoots out four lightning rods. It chooses a point on the ground within 30 feet of it that it can see, and the rods create a 40-foot-long square area centered on that point for 1 minute. Each creature other than a stormforged that enters or leaves the area is subjected to the following effect, once per turn only. Dexterity Saving Throw: DC 14. Failure: 10 (3d6) lightning damage. Success: Half damage.

Lightning Discharge (3 Electric Charges). Dexterity Saving Throw: DC 14, each creature in a 30-foot cone. Failure: 16 (3d10) lightning damage. Further, the target's speed is halved, and it can't take reactions until the end of its next turn. Success: Half damage.

BONUS ACTIONS

Storm Engine (1/Day). The stormforged releases clouds and static charge into the air. At the start of each of its turns, it rolls a d20. On a 12 or higher, storm clouds form above it in a 100-foot-radius area and remain for 1 hour. If the roll fails, the number required to create the storm decreases by 2 for the next roll.

Stormforged

Large • Construct • Unaligned

Armor Class 16

Hit Points 82 (11d10 + 22)

Speed 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
16 (+3)10 (+0)15 (+2)6 (-2)+0 (10)1 (-5)

Damage Immunities lightning, poison, psychic

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 10

Languages -

CR 5 (XP 1,800; PB +3)

Lightning Absorption. Whenever the stormforged is subjected to lightning damage, it gains 1d4 Electric Charges, up to a maximum of 7 charges. All charges are lost after 8 hours.

Storm Attraction. When the stormforged starts its turn in a stormy condition that produces lightning, lightning strikes it, subjecting it to 3d8 lightning damage.

Unusual Nature. The stormforged doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The stormforged makes two Slam attacks. Before or after these attacks, it can use Electro Cage or Lightning Discharge once.

Slam. Melee Weapon Attack: +6, reach 5 ft. Hit: 10 (2d6 + 3) bludgeoning damage plus 1 lightning damage for each Electric Charge it currently has.

Electro Cage (3/Day; 4 Electric Charges). The stormforged shoots out four lightning rods. It chooses a point on the ground within 30 feet of it that it can see, and the rods create a 40-foot-long square area centered on that point for 1 minute. Each creature other than a stormforged that enters or leaves the area is subjected to the following effect, once per turn only. Dexterity Saving Throw: DC 13. Failure: 7 (2d6) lightning damage. Success: Half damage.

Lightning Discharge (3 Electric Charges). Dexterity Saving Throw: DC 13, each creature in a 30-foot cone. Failure: 11 (2d10) lightning damage. Further, the target's speed is halved, and it can't take reactions until the end of its next turn. Success: Half damage.

BONUS ACTIONS

Storm Engine (1/Day). The stormforged releases clouds and static charge into the air. At the start of each of its turns, it rolls a d20. On a 12 or higher, storm clouds form above it in a 100-foot-radius area and remain for 1 hour. If the roll fails, the number required to create the storm decreases by 2 for the next roll.

Stormforged

Large • Construct • Unaligned

Armor Class 18

Hit Points 180 (19d10 + 76)

Speed 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
20 (+5)10 (+0)19 (+4)6 (-2)+0 (10)1 (-5)

Damage Immunities lightning, poison, psychic

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 10

Languages -

CR 11 (XP 7,200; PB +4)

Lightning Absorption. Whenever the stormforged is subjected to lightning damage, it gains 1d4 Electric Charges, up to a maximum of 7 charges. All charges are lost after 8 hours.

Storm Attraction. When the stormforged starts its turn in a stormy condition that produces lightning, lightning strikes it, subjecting it to 3d8 lightning damage.

Unusual Nature. The stormforged doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The stormforged makes two Slam attacks. Before or after these attacks, it can use Electro Cage or Lightning Discharge once.

Slam. Melee Weapon Attack: +9, reach 5 ft. Hit: 19 (4d6 + 5) bludgeoning damage plus 2 (1d6) lightning damage for each Electric Charge it currently has.

Electro Cage (3/Day; 4 Electric Charges). The stormforged shoots out four lightning rods. It chooses a point on the ground within 30 feet of it that it can see, and the rods create a 40-foot-long square area centered on that point for 1 minute. Each creature other than a stormforged that enters or leaves the area is subjected to the following effect, once per turn only. Dexterity Saving Throw: DC 16. Failure: 14 (4d6) lightning damage. Success: Half damage.

Lightning Discharge (3 Electric Charges). Dexterity Saving Throw: DC 16, each creature in a 30-foot cone. Failure: 22 (4d10) lightning damage. Further, the target's speed is halved, and it can't take reactions until the end of its next turn. Success: Half damage.

BONUS ACTIONS

Storm Engine (1/Day). The stormforged releases clouds and static charge into the air. At the start of each of its turns, it rolls a d20. On a 12 or higher, storm clouds form above it in a 100-foot-radius area and remain for 1 hour. If the roll fails, the number required to create the storm decreases by 2 for the next roll.

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.