TEXT: STORM ELEMENTAL 
  Huge elemental (airjfire/water), neutral 
  Armor Class 16 (natural armor) 
  Hit Points 152 (l 6dl 2 + 48) 
  Speed Oft., swim 60 ft., fly 60 ft. (hover) 
  SlR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 21 (+5) 17 (+3) 9 (-1) 10 (+0) 13 (+l) 
  Saving Throws Dex + l 0, Con + 7 
  Damage Resistances fire, acid; bludgeoning, piercing, 
  and slashing from nonmagical weapons 
  Damage Immunities cold, lightning, poison, thunder 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses blindsight 120 ft., passive Perception l 0 
  Languages Primordial 
  Challenge 12 (8,400 XP) 
  Tempest Form. The elemental can move through a 
  space as narrow as l inch wide without squeezing. A 
  creature that touches the elemental or hits it with a 
  melee attack using a metal weapon takes 9 (2d8) 
  lightning 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 
  9 (2d8) lightning damage. A creature that ends its turn 
  inside the elemental's space also takes 9 (2d8) 
  lightning damage. 
  Magic Weapons. The elemental's weapon attacks are 
  magical. 
  Grounding. Lightning damage the elemental deals to 
  BY BENEVOLENT EVIL (@Evi!Benevolent) 
  earth elementals or to creatures that are buried or 
  burrowing in earth is halved. 
  Actions 
  Multiattack The elemental makes two melee attacks. 
  Shock Melee Weapon Attack: +9 to hit, reach Oft., one 
  target. Hit: 22 (5d8) lightning damage. This attack has 
  advantage against a target wearing metal armor. 
  Slam. Melee Weapon Attack: +9 to hit, reach l Oft., one 
  target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 
  (1 d8) lightning damage and 4 (1 d8) thunder damage. 
  Arc Lightning. The elemental chooses one creature or 
  object within 120 feet and up to three other creatures 
  or objects within 30 feet of the first target. Each target 
  must make a DC 16 Dexterity saving throw. A target 
  takes 28 (8d6) lightning damage on a failed save, or 
  half as much damage on a successful one. 
  Thunder Pulse. The elemental chooses a direction, then 
  pushes unsecured objects inside its space that aren't 
  being worn or carried 30 feet away in that direction. 
  Each creature in the elemental's space must make a DC 
  16 Constitution saving throw. On a failed save, a 
  creature takes 14 (2d8 + 5) bludgeoning damage plus 
  l 3 (3d8) thunder damage, is knocked prone, and is 
  pushed 30 feet in the same direction. 
  Vortex (Recharge 5-6). The elemental pulls all 
  unsecured objects within 60 feet of it that aren't being 
  worn or carried 60 feet closer to the center of its 
  space. Each creature within 60 feet of the elemental 
  must make a DC 16 Strength saving throw. On a failed 
  save, a creature takes 27 (5d8 + 5) bludgeoning 
  damage, is knocked prone, and is pulled up to 60 feet 
  toward the center of the elemental's space. 
  ( vl.0) ROM THE ELEMENTS AND 
  BEYOND 
  D&D UNLEASHED 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/D&D Unleashed/Previews from The Elements & Beyond/D&D Unleashed - Storm Elemental (1p0).pdf