Storm Colossus (5e Creature)
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Gargantuan elemental, chaotic neutral
Saving Throws Con +10, Wis +8
Storm Form. The colossus can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the colossus or hits it with a melee attack while within 10 feet of it takes 14 (4d6) lightning damage. In addition, the colossus 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 14 (4d6) lightning damage and must succeed on a DC 18 Strength saving throw or be knocked prone.
Multiattack. The colossus makes three attacks: two with its slam and one with its shock.
Slam. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage plus 14 (4d6) lightning damage.
Shock. Ranged Weapon Attack: +13 to hit, range 60 ft., one target. Hit: 14 (4d6) lightning damage.
Storm Strike (Recharge 5-6). The colossus exhales lightning in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one.
A storm colossus is a mighty creature of elemental air, resembling a massive, mobile tornado whose form crackles with lightning. Within the Plane of Air, storm colossi dash around through the skies, loving the freedom of flight and the feeling of the wind. As such, there is just about nothing a storm colossus hates more than being summoned and bound to serve a mortal spellcaster. A storm colossus that is forced to obey will seek to cause trouble for its master at every turn, disobeying orders whenever it can and going on wild rampages, reducing entire towns to rubble.
Elemental Nature. A storm colossus doesn't require air, food, drink, or sleep.