Lightning Elemental, Elder (CR 11)
AC 26, touch 20, flat-footed 14 (+11 dex, +1 dodge, +6 natural, -2 size)
hp 145 (16d10+48)
Fort +13, Ref +21, Will +9
DR 10/-; Immune Lightning, elemental traits; Strong Water
Speed Fly 100 ft. (perfect)
Melee 2 Slams +25 (2d8+8 plus 2d8 lightning damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Blaster, Metal Mastery, Spark Leap, Umbral Storm
Spells Known (SC CL 16th, Concentration +21)
1st (DC 16) – Thunder
2nd (DC 17) – Thunder II
3rd (DC 18) – Lightning Bolt, Thundara, Thunder III
4th (DC 19) – Ball Lightning, Shock Spikes
5th (DC 20) – Lightning Arc, Shock, Thundaga
6th (DC 21) – Chain Lightning, Shock Spikes II
Str 26, Dex 33, Con 16, Int 20, Wis 14, Cha 4
Base Atk +16; CMB +26; CMD 48
Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Finesse
Skills Acrobatics +30, Escape Artist +30, Fly +15, Knowledge (Planes) +24, Perception +21
Languages Thorian + 5 more
A lightning elemental can send out a pulse of electricity through its whiskers at a single target within 30 ft. The lightning elmental must make a ranged touch attack (+25), if it hits, the target takes 3d6 points of lightning damage and must make a Fortitude save (DC 23) or be inflicted with Immobilize status for 1d4 rounds. The save DC is Intelligence-based. Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).
Metal Mastery (Ex)
A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron giant).
Spark Leap (Ex)
A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.
Umbral Storm (Su)
Once every 1d3 rounds, A lightning elemental can unleash a blinding lightning burst against a group of targets within 50 feet in a 20-ft.-radius burst. Creatures within the area of effect take 8d6 points of lightning damage and are inflicted with the Blind status for 1d4+1 rounds. A successful Reflex (DC 23) halves the damage and negates the status effect. The save DC is Intelligence-based Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23).