b'Lightning Weird \n'b'  Large   elemental ,  chaotic evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  90 (12d10 + 24)  Speed  50 ft.\n'b' STATS STR: 17 (+3) DEX:  20 (+5)  CON:  15 (+2)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     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) \n'b' Special Traits \n'b'   Electricity . If a creature attacks the lighting weird with a melee weapon, that creature takes 9 (2d8) lightning damage. \n'b'  Lightning Mote . A lightning weird\xe2\x80\x99s 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. \n'b'  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). \n'b'  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\xe2\x80\x99s space while unaware of the lightning weird is surprised by the lightning weird. \n'b'  Actions \n'b'   Bite .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 14 (2d8 + 5) piercing damage plus 9 (2d8) lightning damage. \n'b'  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\xe2\x80\x99s commands. \n'b'  About \n'b' The snakelike creature crackles and thrashes like a bolt of lightning. It flares with electrical brilliance as tiny arcs travel up and down its form. \n'b' The Plane of Lightning is not only home to the lightning elementals, but also home to the serpent-like lightning weirds. The plane itself is an inhospitable place to those without some protection against electricity. \n'b' Lightning weirds spend their time riding electrical storms on their native plane. \n'b' Casters often summon lightning weirds to do their bidding; confining them into pools of lightning until their task is complete. These creatures sometimes find their way through a portal into the Material Plane and will be found in areas of concentrated lightning strikes. \n'b' Lightning weirds resemble 10-foot-long serpents composed of yellow or white crackling lightning. Their body is long and thin and is always in motion. Brilliant flares of electricity function as the creature\xe2\x80\x99s eyes, and small bolts of electricity constantly leap and dance from its form. \n'b' Lightning weirds lash out of their crackling pools as soon as an opponent moves too close. Foes are usually grabbed and pulled into the pool where the weird holds on and waits for the creature to die. The lightning weird always chooses a heavily armored or metal-armored foe over an opponent in light or no armor. These creatures hate lightning quasi-elementals and attack them on sight.'