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Greater Lightning Elemental

Lightning Elemental, Greater (CR 9)

XP 6,400
N Huge Outsider (Lightning, Elemental, Extraplanar)
Init +14; Senses Darkvision 60 ft.; Perception +18


AC 23, touch 19; flat-footed 12 (+10 dex, +1 dodge, +4 natural, -2 size)
hp 118 (13d10+39)
mp 42
Fort +11, Ref +18, Will +7
DR 10/-; Immune Lightning, elemental traits; Strong Water
Weakness Earth


Speed Fly 100 ft. (perfect)
Melee 2 Slams +21 (2d8+6 plus 2d6 lightning damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Blaster, Metal Mastery, Spark Leap, Umbral Storm
Spells Known (SC CL 13th, Concentration +18)

1st (DC 16) – Thunder
2nd (DC 17) – Thunder II
3rd (DC 18) – Thundara, Thunder III


Str 22, Dex 31, Con 16, Int 20, Wis 14, Cha 4
Base Atk +13; CMB +21; CMD 42
Feats Blind-Fight, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Finesse
Skills Acrobatics +26, Escape Artist +26, Fly +14, Knowledge (Planes) +21, Perception +18
Languages Thorian + 5 more


Blaster (Su)

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 (+21), if it hits, the target takes 3d6 points of lightning damage and must make a Fortitude save (DC 21) 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 1d4 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 21) 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).