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Elemental, Lightning

Dark clouds lit from within by flashes of lightning

Type: Elemental

Biome: Planar

Stat Blocks

Basic Fantasy Role-Playing Game
Armor Class19 (m)
Hit Dice8*
Number Appearing– special –
Attacksspecial
Damage1d12
Movement40' Fly 80'
Save AsFighter: 8
Morale10
XP945
Treasure Type– None –

Monster statistics extracted from online SRD wiki, not the published hardcover edition.

A lightning elemental resembles dark clouds lit from within by flashes of lightning. One can magnetically draw metal items towards itself as if using telekinesis. It deals 1d8 extra points of damage to creatures that are in contact with water or metal but not touching solid ground. A lightning elemental takes double damage when attacked by air or wind attacks (including air elementals), and from the attacks of wood elementals as well. A lightning elemental can choose either to strike a single creature or create a mighty thunderclap. If the latter attack is used, all creatures within a 30 foot radius must save vs. Paralysis or be deafened for 1d8 turns
Copyright 2006-2023 Chris Gonnerman. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). License
Basic Fantasy Field Guide Omnibus
Armor Classmap[device:20 (m) spell:22 (m) staff:18 (m)]
Hit Dicemap[device:12* (+10) spell:16* (+12) staff:8*]
Number Appearing-- special --
Attacks-- special --
Damagemap[device:2d8 spell:3d6 staff:1d12]
Movement-- Fly 120' --
Save Asmap[device:Fighter: 12 spell:Fighter: 16 staff:Fighter: 8]
Morale-- 10 --
XPmap[device:1975 spell:3385 staff:945]
Treasure Type-- None --
A Lightning Elemental resembles dark clouds lit from within by flashes of lightning. It can magnetically draw metal items towards itself as if using telekinesis. It deals an extra 1d8 points of damage to creatures that are in contact with water or metal but not touching solid ground. A lightning elemental takes double damage when attacked by air or wind attacks (including air elementals). A lightning elemental can choose either to strike a single creature or create a mighty thunderclap. If the latter attack is used, all creatures within a 30-foot radius must save vs. Paralysis or be deafened for 1d8 turns.