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.
Lightning Weird CR 8
Speed 50 ft.
Melee bite +15 (1d8+4 plus 1d8 electricity plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks control elemental, electricity
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.
Str 17, Dex 21, Con 15, Int 10, Wis 12, Cha 14
Base Atk +10; CMB +14 (+18 grapple); CMD 30 (can’t be tripped)
Feats Alertness, Dodge, Improved Initiative, Weapon Finesse, Weapon Focus (bite)
Skills Bluff +15, Intimidate +15, Knowledge (planes) +13, Perception +18, Sense Motive +18, Stealth +14
Languages Auran, Common, Weirdling
SQ electricity pool, reform, transparent
Lightning weirds can attempt to command any outsider with the “Electricity,” “Elemental,” or “Air” subtype that is within 50 feet. The Will save to avoid control has a DC of 20. The save DC is Charisma-based and includes a +4 racial bonus.
If the save succeeds, that elemental is immune to the control elemental ability of that lightning weird for one day.
If the save fails, the elemental falls under the control of the lightning weird and obeys it to the best of its ability until either it or the lightning weird dies. There is no limit to the number of HD of elementals a lightning weird can control using this ability. The range is unlimited though both the lightning weird and the elemental must be on the same plane of existence; otherwise, the lightning weird loses control of the elemental. Lightning weirds cannot control other lightning weirds using this ability.
Lightning weirds are living creatures of elemental lightning; any successful melee hit deals electricity damage. Creatures attacking a lightning weird unarmed or with natural weapons are subject to electricity damage.
Lightning Pool: A lightning weird’s pool is a crackling, dancing, arcing, ball of electricity. Creatures touching the pool take 2d8 points of electricity damage per round of contact. Creatures wearing metal armor must make a successful Fortitude save (DC 16) each round they are in contact with the pool or be stunned for that round.
Creatures immune to electricity are unaffected by the lightning weird’s pool and take no damage. The save DC is Constitution-based.
When reduced to 0 hit points or less, a lightning
Weird, Lightning weird collapses back into its pool. Four rounds later, it reforms at full strength minus any damage taken from earthor fire-based attacks and effects (including attacks by earth or fire elemental creatures).
A lightning weird is effectively invisible in its lightning pool until it attacks.
Environment Quasi-Elemental Planes of Lightning
Organization solitary, pack (2-4)
The Quasi-Plane of Lightning is not only home to the lightning quasielementals (q.v.), but also is home to the serpent-like lightning weirds. The plane itself is an inhospitable place to those without some protection against electricity. Lightning weirds spend their time riding electrical storms on their native plane.
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.
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’s eyes and small bolts of electricity constantly leap and dance from its form.
Weirds are creatures from the various inner and outer planes (including the demi-, para-, and quasi-elemental planes as well as the elemental planes).
They are sometimes encountered on the Material Plane, often in the employ of a powerful spellcaster. Bribery is the usual means of gaining the services of a weird, though some spellcasters resort to even more deceitful practices or trickery to gain the services of these creatures. Spellcaster beware! Weirds are intelligent creatures and do not take kindly to deception (unless they are the ones engaging in such trickery).
All weirds, regardless of their makeup, are serpent-like creatures about 10 feet long, and being of an evil and malign nature. Weirds speak the common language of weirds and the language native to their home plane. Some speak more languages, and still some can speak Common.
Lightning Weird from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.