Elemental, Storm (Third-Party)

Source: EN World EN5IDER, “Epic Threats: Elementals”
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Elemental, Storm

Huge elemental, neutral

Armor Class 17

Hit Points 250 (20d12+100)

Speed 30 ft., fly (hover) 90 ft., swim 90 ft.

20 (+5) 24 (+7) 23 (+6) 5 (-3) 10 (+0) 8 (-1)

Saving Throws Dexterity +12, Constitution +11

Damage Resistances acid, cold, and bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities lightning, poison, and thunder

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious

Senses darkvision 60 ft., passive Perception 10

Languages Aquan and Auran

Challenge 15 (13000 XP)

Storm Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning and 7 (2d6) thunder damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 7 (2d6) lightning and 7 (2d6) thunder damage. Any creature which ends its turn in the same space as the elemental takes 7 (2d6) lightning and 7 (2d6) thunder damage at the end of its turn.


Multiattack. The elemental makes two slam attacks and can use Blinding Thunder.

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage and 7 (2d6) lightning and 7 (2d6) thunder damage.

Blinding Thunder. Each creature in the elemental’s space must succeed on a DC 19 Constitution saving throw or become blinded and deafened until the end of the elemental’s next turn.

Lightning Strike (Recharge 5--6). The elemental creates a lightning bolt which strikes a point it can see within 500 feet. Each creature within 10 feet of that point must make a DC 19 Dexterity saving throw, taking 63 (14d8) lightning damage on a failed save, or half as much on a successful save.

Combined elementals are often the result of a summoning gone awry. When conjure elemental or a similar spell is cast incorrectly, the magic calls forth two life forces from separate elemental planes. These forces combine into a single, enormous form with power beyond that of a typical elemental, which makes them nearly impossible to control. Only the most powerful spellcasters can keep these beings from committing a hate-fueled destructive rampage.

Storm elementals combine air and water elemental forces to create typhoons of unimaginable destruction. These raging storms rain savage lightning and fury on all living beings they come across.