Storm Paraelemental (5e Creature)
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Large elemental, neutral
Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks
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 3 (1d6) lightning and 3 (1d6) 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 3 (1d6) lightning and 3 (1d6) thunder damage. Any creature which ends its turn in the same space as the elemental takes 3 (1d6) lightning and 3 (1d6) thunder damage at the end of its turn.
Multiattack. The elemental makes two slam attacks and can use Blinding Thunder.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage and 5 (1d8) thunder damage.
Lightning Bolt (Recharge 5-6). The elemental creates a lightning bolt which strikes a point it can see within 250 feet. Each creature within 10 feet of that point must make a DC 14 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful save.
By combining air and water's elemental forces, storm paraelementals create localized typhoons of destruction on both land and sea. Whether they be wild, or under the control of a spellcaster, these living storms rain lightning and fury upon their victims.
Elemental Nature. A storm paraelemental doesn't require food, drink, or sleep.