Cal Moore created the lightning elemental as part of the newly published High Magic & Low Cunning: Battle Scenes for Four Icons. I tweaked the stats a bit to get them to play more like our other elementals.
High Magic & Low Cunning includes stats for the 7th level version of the lighting elemental. The monster tile Lee Moyer created for the lightning elemental is snazzy, and I’m taking this chance to show it off in color by presenting stats for the other lightning elementals at 3rd, 5th, and 9th level.
Technically, given the standardized sizes we used for elementals in 13 True Ways, we should have called the 7th level lightning elemental in the book the ‘big lightning elemental.’ No harm done, and I’m using the elemental standard in this article. I’m also ever-so-slightly massaging the stats of these new versions, but I can’t imagine you’ll notice!
Bzzzzt!
Small Lightning Elemental
Lightning elementals don’t have natural shapes of their own, unless you count bolts and sparks as shapes. They tend to pulse rapidly between jagged bolts and outlines borrowed from the creatures around them.
3rd level spoiler [elemental]
Initiative: +10
Lightning zap +8 vs. AC—7 lightning damage
Natural odd hit: The target is dazed until the end of its next turn.
R: Lightning strike +8 vs. PD (one nearby enemy)—9 lightning damage
Flight: Lightning elementals zip from place to place about half-as-quick as lightning, hovering above the ground to avoid being grounded.
Metal affinity+: The lightning elemental’s attacks gain a +2 bonus against an enemy wearing metal armor or wielding a metal weapon.
Resist lightning and thunder 16+: When a lightning or thunder attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.
AC 18
PD 18 HP 38
MD 11
Lightning Elemental
Webs of lightning repeatedly streak in all directions, outlining the form of the creature and then dissipating. Each flash happens so fast, it leaves the thing’s image burned into your eyes.
5th level spoiler [elemental]
Initiative: +12
Lightning zap +10 vs. AC—12 lightning damage
Natural odd hit: The target is dazed until the end of its next turn.
R: Lightning strike +10 vs. PD (one nearby enemy, or far away enemy at -2 attack)—17 lightning damage
Lightning storm transformation: Roll a d10 at the start of each of the lightning elemental’s turns. If you roll less than or equal to the escalation die, it shifts into lightning storm form until the end of the battle. While in this form it gains the following improved attack (and you stop rolling lightning storm transformation checks):
C: Storm strike +10 vs. PD (up to 2 nearby enemies)—14 lightning damage
Natural even roll: The elemental can include an additional target in the attack (requires attack roll) that hasn’t been hit by storm strike this turn, but the attack only deals half damage.
Flight: Lightning elementals zip from place to place about half-as-quick as lightning, hovering above the ground to avoid being grounded.
Metal affinity+: The lightning elemental’s attacks gain a +2 bonus against an enemy wearing metal armor or wielding a metal weapon.
Resist lightning and thunder 16+: When a lightning or thunder attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.
AC 20
PD 20 HP 66
MD 13
Epic Lightning Elemental
Epic lightning elementals that serve the Archmage have often been forced into somewhat regular forms in order to be able to hold a conversation. Epic lightning elementals associated with the High Druid let their current do the talking.
9th level spoiler [elemental]
Initiative: +16
Lightning zap +14 vs. AC—35 lightning damage
Natural odd hit: The target is dazed until the end of its next turn.
R: Lightning strike +14 vs. PD (one nearby enemy)—45 lightning damage
Lightning storm transformation: Roll a d6 at the start of each of the lightning elemental’s turns. If you roll less than or equal to the escalation die, it shifts into lightning storm form until the end of the battle. While in this form it gains the following improved attack (and you stop rolling lightning storm transformation checks):
C: Storm strike +14 vs. PD (up to 2 nearby enemies)—40 lightning damage
Natural even roll: The elemental can include an additional target in the attack (requires attack roll) that hasn’t been hit by storm strike this turn, but the attack only deals half damage.
Flight: Lightning elementals zip from place to place about half-as-quick as lightning, hovering above the ground to avoid being grounded.
Metal affinity+: The lightning elemental’s attacks gain a +2 bonus against an enemy wearing metal armor or wielding a metal weapon.
Resist lightning and thunder 16+: When a lightning or thunder attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.
AC 24
PD 24 HP 164
MD 15