5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >Elementals >

Lightning Weird

Large elemental, chaotic evil

Armor Class 18 (natural armor)
Hit Points 90 (12d10 + 24)
Speed 50 ft.

17 (+3) 20 (+5) 15 (+2) 10 (+0) 12 (+1) 14 (+2)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities acid, lightning, poison, thunder
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses blindsight 30 ft., passive Perception 11
Languages Auran, Common, Weirdling
Challenge 7 (2,900 XP)

Special Traits

  • Electricity. If a creature attacks the lighting weird with a melee weapon, that creature takes 9 (2d8) lightning damage.
  • Lightning Mote. A lightning weird’s mote is a crackling, dancing, arcing, ball of electricity that occupies a 5-foot space. Creatures that start their turn within 5 feet of the lightning mote take 13 (3d8) lightning damage; creatures wearing metal armor must make a successful DC 15 Constitution saving throw if they take lightning damage from being near the mote. On a failed saving throw, the target is stunned until the end of its next turn. The lightning can move its mote up to 30 ft. as a bonus action. The mote must remain within 90 ft.
  • Reform. When reduced to 0 hit points, a lightning weird collapses back into its pool. Four rounds later, it reforms at full strength minus any damage taken from fire-based attacks and effects (including attacks by earth or fire elemental creatures).
  • Transparent. Even when the lightning weird is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a lightning weird that has neither moved nor attacked. A creature that tries to enter the lightning weird’s space while unaware of the lightning weird is surprised by the lightning weird.


  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) lightning damage.
  • Command Elemental. One air elemental that the lightning weird can see within 60 feet of it must make a DC 13 Wisdom saving throw. On a failed saving throw, the air elemental is charmed for 1 minute. While charmed, the air elemental follows the lightning weird’s commands.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene