Lightning Elemental, Large (CR 5)
AC 18, touch 16; flat-footed 11 (+6 dex, +1 dodge, +2 natural, -1 size)
hp 67 (8d10+16)
Fort +8, Ref +12, Will +3
DR 5/-; Immune Lightning, elemental traits; Strong Water
Speed Fly 100 ft. (perfect)
Melee 2 Slams +13 (1d8+3 plus 1d8 lightning damage)
Space 10 ft.; Reach 10 ft.
Special Attacks Blaster, Metal Mastery, Spark Leap
Spells Known (SC CL 8th, Concentration +11)
1st (DC 14) – Thunder
2nd (DC 15) – Thunder II
Str 16, Dex 23, Con 14, Int 16, Wis 12, Cha 4
Base Atk +8; CMB +12; CMD 29
Feats Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse
Skills Acrobatics +17, Escape Artist +17, Fly +12, Knowledge (Planes) +14, Perception +12
Languages Thorian + 3 more
Once every 1d4 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 (+13), if it hits, the target takes 3d6 points of lightning damage and must make a Fortitude save (DC 17) 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.