Huge Lightning Elemental

Huge elemental
Challenge

STR
3
DEX
6
CON
4
INT
−1
WIS
1
CHA
2

157
15d12+60
18
Fort
+5
Ref
+5
Will
+2
Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities concussion, lightning, poison
Condition immunities bleeding, burning, exhausted, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Speed 0 m., fly 20 m. (hover)
Skills Primal (cha) +5 (16)
Senses darkvision 10 m.
Languages Auran

Maneuvers. The huge lightning elemental uses maneuvers (maneuver save Difficulty 18). It has 8 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: disorient, distract, dive attack, feint, lunge, spring attack, step of the wind

2 stamina dice: misdirection, uncanny dodge

Spellcasting. The huge lightning elemental uses Primal (cha) to cast spells (spell save Difficulty 14, +5 to hit with spell attacks). It has 4 mana, a mana limit of 2, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 11th-level spellcaster): lightning lure, shock, thunderclap

1 mana: arc lightning, booming weapon, conduit, galvanize, lightning bolt, protection from the storm, shocking weapon, storm burst, thunder step, thunderwave, wrath of the storm

2 mana: call lightning, chain lightning, lightning strike, rolling thunder, shatter, storm bane, storm sphere

Storm Form. The huge lightning elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 2 centimeters wide without squeezing.

Actions (2)

Storm Touch. Melee Weapon Attack: +9 to hit, reach 2 m. Hit: 22 (3d10 + 6) lightning damage and the target can’t take reactions until the start of its next turn.

Coastal, Elemental planeshomebrew

Maneuvers

1 minute/stamina die

As an action, make a weapon attack to disorient the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, make a weapon attack to distract the creature, giving your allies an opening.

On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or it is flat-footed to creatures other than you until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack along with a deceptive or pretended blow, thrust, or other movement.

On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or the creature is flat-footed to you until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and increase your reach for the attack by 1 meter.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice or use the Disengage action and the Dash action. You also have advantage on Athletics checks to jump for the turn.

As a reaction, which you use when a creature that you can see within 2 meters of you attacks you, you can try to redirect the attack, provided that another creature is within 1 meter of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1 meter of you and within the attack’s range, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses.

As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see or when you make a Reflex saving throw, you spin gracefully away, avoiding the swing or effect. You make the roll with advantage or the attack against you is made with disadvantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

Spells

As an action, your arm whips forward, creating a lash of lightning energy that strikes at a creature that you can touch or see within 10 meters. The creature must make a Reflex saving throw.

On a failure, it takes 1d6 lightning damage and is pulled 2 meters toward you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pulled 4 meters toward you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d6 and it can affect a creature of a larger size when you reach 9th level (2d6; Large) and 17th level (3d6; Huge).

As an action, lightning coalesces in your palm, shooting out at a creature that you can touch or see within 5 meters. The creature must make a Reflex saving throw.

On a failure, it takes 1d6 lightning damage and can’t take reactions until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

As an action, you clap your hands together to create a burst of thunderous sound that can be heard up to 20 meters away. Each creature within 1 meter of you must make a Fortitude saving throw.

On a failure, it takes 1d6 concussion damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

As an action, four tendrils of lightning arc out from you. Each tendril can target a creature that you can touch or see within 10 meters which must make a Reflex saving throw If multiple tendrils target the same creature, it makes one saving throw..

On a failure, it takes 1d8 lightning damage for each tendril targeted at it and can’t take reactions until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8 for each additional mana expended.

concentration, 5 minutes/mana

As an action, a weapon you touch vibrates with anticipation. For the duration, the weapon deals an extra 1d4 concussion damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d4 for each additional mana expended.

  • You can expend 1 additional mana to cause an additional weapon you touch to vibrate with anticipation.

As an action, you can use the Dash action. Until the end of your turn, you don’t provoke opportunity attacks and you can move through other creatures as if they were difficult terrain, but can’t stop there. Each creature that you move through this turn must make a Reflex saving throw.

On a failure, it takes 2d8 lightning damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 3d8 for each additional mana expended.

  • You can expend 1 additional mana to increase the damage by 1d8 and double the extra movement from your Dash.

concentration, 1 minute/mana

As an action, with fingertips outstretched, you shock a creature that you can touch or see within 10 meters, causing its adrenaline to spike. The creature is hasted 1 for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can increase the hasted level by 1 for each additional mana expended.

As an action, a stroke of lightning blasts out from you in a direction you choose. The lightning ignites flammable objects in the area that aren’t being worn or carried. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 3d8 lightning damage and can’t take reactions until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • Staggering Bolt. You can expend 1 additional mana so the damage is reduced to 2d8 and each creature who fails the saving throw is staggered until the end of its next turn.

As an action, you have resistance to concussion and lightning damage for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana so the creature is immune to concussion and lightning damage.


Dampen the Storm

1

As a reaction, which you use when you take concussion and lightning damage, you gain resistance to concussion and lightning damage until the start of your next turn.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters takes concussion and lightning damage. The creature gains the resistance instead.

concentration, 5 minutes/mana

As an action, a weapon you touch becomes electrified. For the duration, the weapon deals an extra 1d4 lightning damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d4 for each additional mana expended.

  • You can expend 1 additional mana to cause an additional weapon you touch to become electrified.

As an action, lightning expands from you, zapping all nearby creatures. Each creature other than you in a sphere centered on you must make a Reflex saving throw.

On a failure, it takes 2d12 lightning damage and can’t take reactions until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d12 for each additional mana expended.

  • Storm Pulse. You can expend 1 additional mana so the lightning around you is continuous. The duration changes to 1 minute/mana, concentration and the lightning erupts around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw. The damage is reduced to 1d12 and additional augments to the damage increase the damage by 1d12 for every two additional mana expended, instead of the normal increase.

As an action, you teleport yourself to an unoccupied space you can see within 20 meters. A thunderous boom sounds, and each creature other than you in a sphere centered on the space you teleported from or the space you teleport to must make a Fortitude saving throw.

On a failure, it takes 1d10 concussion damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The thunder can be heard from up to 100 meters away.

You can bring along objects as long as their weight doesn’t exceed what you can carry.

Augment

You can increase the damage by 1d10 for each additional mana expended.

As an action, a wave of thunderous force sweeps out from you in a thunderous boom audible out to 100 meters. Unsecured objects that weigh up to 100 kilos and are completely within the area of effect are automatically pushed 2 meters away from you. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failure, it takes 5d4 concussion damage, is deafened for 1 minute, and is pushed 2 meters away from you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 4 meters away from you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 3d4, push each creature an additional meter, affect a creature of a larger size, and the maximum weight of objects that you can affect with this spell increases by 150 kilos for each additional mana expended.

  • Thunderwaves. You can expend 1 additional mana so the thunderous force continuously sweeps out from you. The duration changes to 1 minute/mana, concentration and the thunderous force sweeps out from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 3d4 and additional augments to the damage increase the damage by 1d4 for each additional mana expended, instead of the normal increase.

As a reaction, which you use when you are hit by an attack or missed by 4 or less, lightning lashes out from your body. If the creature who damaged you is within 10 meters, it must make a Reflex saving throw.

On a failure, it takes 2d10 lightning damage and can’t take reactions until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d10 for each additional mana expended.

1 minute/mana

As two actions, a 10-meter radius storm cloud appears centered on a point you can see within 20 meters directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). The cloud moves to always stay directly above you.

When you cast the spell—and once on on each of your turns thereafter as an action—you can choose a point you can see within 10 meters. A bolt of lightning flashes down from the cloud to that point. Each creature within 1 meter of that point must make a Reflex saving throw.

On a failure, it takes 2d12 lightning damage and is deafened and can’t take reactions until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, each creature within 2 meters of the point must make the saving throw.

Augment

You can increase the damage by 1d12 for each additional mana expended.

As two actions, a bolt of lightning arcs toward a target that you can touch or see within 10 meters. The lightning can then arc to another target within 5 meters of the first target and a third target within 5 meters of the second target. A target can be a creature or an object and can be targeted only once. A target must make a Reflex saving throw.

On a failure, it takes 5d8 lightning damage and can’t take reactions until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

The lightning can arc to an additional target within 5 meters of the previous target for each additional mana expended and the damage increases by 1d8 for each additional mana expended and by an additional 1d8 for every two additional mana expended. You can end the chain at any point.

As two actions, a bolt of lightning flashes down at a point within 20 meters. Each creature in a cylinder centered on that point must make a Reflex saving throw.

On a failure, it takes 2d8 damage and is blinded and deafened until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, a rolling clap of thunder appears in a sphere centered on a point within 20 meters. The sphere spreads around corners. It lasts for the duration.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d8 concussion damage and is deafened until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At the start of each of your turns if the thunder is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for every two additional mana expended.

  • You can expend 1 additional mana so duration changes to 1 hour/mana.

As two actions, a sudden loud ringing noise, painfully intense, erupts from a point of your choice within 10 meters. Each creature in a sphere centered on that point must make a Fortitude saving throw, which it does with disadvantage if it is made of inorganic material such as stone, crystal, or metal.

On a failure, it takes 8d6 concussion damage and is deafened for 1 minute.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 2d6 for each additional mana expended.

concentration, 1 minute/mana

As two actions, you expose a creature that you can touch or see within 10 meters to concussion or lightning. The creature must make a Fortitude saving throw.

On a failure, it loses any resistance to concussion and lightning damage for the duration and the first time on each turn the creature takes concussion or lightning damage, it takes an extra 2d6 damage of that type.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 5 minutes/mana

As two actions, a sphere of thunderous clouds springs into existence centered on a point within 20 meters. The sphere remains for the duration. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 1d8 concussion damage and is deafened until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At the start of each of your turns if the clouds are within 20 meters of you, you can cause them to move up to 2 meters in a direction that you choose. If you spend an action, you can move them up to 10 meters.

Until the spell ends, you can use an action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward a creature you choose within 10 meters of the center. Make a ranged spell attack against the target, which you have advantage on if the creature is in the sphere.

On a hit, it takes 2d8 lightning damage and can’t take reactions until the end of its next turn.

On a critical hit, it takes twice as much damage.

On a miss by 4 or less, it takes half as much damage.

Creatures within 5 meters of the sphere have disadvantage on Perception checks made to listen.

Augment

You can increase the concussion damage by 1d8 and the lightning damage by 1d8 for every two additional mana expended.