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Huge Lightning Elemental

Lightning Elemental, Huge (CR 7)

XP 3,200
N Huge Outsider (Lightning, Elemental, Extraplanar)
Init +12; Senses Darkvision 60 ft.; Perception +14


AC 19, touch 17; flat-footed 10 (+8 dex, +1 dodge, +2 natural, -2 size)
hp 91 (10d10+30)
mp 26
Fort +10, Ref +15, Will +6
DR 5/-; Immune Lightning, elemental traits; Strong Water
Weakness Earth


Speed Fly 100 ft. (perfect)
Melee 2 Slams +16 (2d6+5 plus 1d10 lightning damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Blaster, Metal Mastery, Spark Leap, Umbral Storm
Spells Known (SC CL 10th, Concentration +14)

1st (DC 15) – Thunder
2nd (DC 16) – Thunder II


Str 20, Dex 27, Con 16, Int 18, Wis 12, Cha 4
Base Atk +10; CMB +17; CMD 36
Feats Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Weapon Finesse
Skills Acrobatics +21, Escape Artist +21, Fly +12, Knowledge (Planes) +17, Perception +14
Languages Thorian + 4 more


Blaster (Su)

Once every 1d2 rounds, 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 (+16), if it hits, the target takes 3d6 points of lightning damage and must make a Fortitude save (DC 19) 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 19) 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).