Zeraora (5e Creature)
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Medium elemental, chaotic neutral
Lightning Absorption. Whenever Zeraora is subjected to lightning damage, it takes no damage and instead gains a number of hit points equal to the lightning damage dealt.
Electrified Body. Any creature that touches Zeraora or hits it with a melee attack while within 5 feet of it takes 9 (2d8) lightning damage.
Magnet Rise. Zeraora hovers slightly above the ground, and is immune to effects that target creatures on the ground. If it is targeted by an effect that would cause it to lose its flying speed, it loses the use of this feature in addition to any flying speeds it has.
Grounded Lightning. The first time on a turn that Zeraora touches the ground, it takes 11 (2d10) force damage.
Multiattack. Zeraora makes three thunder punch attacks, and makes one plasma fists attack if it can.
Thunder Punch. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage plus 9 (2d8) lightning damage.
Plasma Fists (Recharge 5-6). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage plus 36 (8d8) lightning damage. Until the end of its next turn, the creature deals an additional 9 (2d8) lightning damage with its attacks.
Lightning Dash. Zeraora transforms into a lightning bolt, and travels up to its speed in a 10 foot wide line. All creatures in that area must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 42 (14d6) lightning damage, or half as much on a successful save.
Zeraora can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zeraora regains spent legendary actions at the start of its turn.
Thunder Punch. Zeraora makes one thunder punch attack.
Charge. Zeraora's next attack has advantage, and it deals an additional 9 (2d8) lightning damage on a hit.
Lightning Dash (Costs 3 Actions). Zeraora uses Lightning Dash once.