Planescape Appendix II version
We've also got a 3.0 conversion in the Creature Catalog:
ELEMENTAL, Lightning (Quasi)
Lightning Quasi-Elemental, Small
Small Elemental (Air, Electricity)
Hit Dice: 6d8 (27 hp)
Initiative: +4 (Dex)
Speed: 60 ft
AC: 18 (+1 size, +4 Dex, +3 natural)
Attacks: Slam +4 melee
Damage: Slam 0 and 1d6 electricity
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Globe, electricity, arc
Special Qualities: Damage reduction 5/+1, elemental, electricity immunity, fire and acid resistance 20, water vulnerability
Saves: Fort +2, Ref +9, Will +2
Abilities: Str 10, Dex 18, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +9, Spot +9
Feats: Dodge
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: Small 7-9 HD (Small); medium 10-11 HD (Medium-size); large 12 HD (Large)
Lightning quasi-elementals can be found in the quasi-plane of Lightning, the Elemental Plane of Air, and the Positive Material Plane. During great electrical storms on the Material plane, a few have been known to gather.
A lightning quasi-elemental appears as a small bluish globe of electrical energy. Lightning plays off of and around its body.
COMBAT
A lightning quasi-elemental attacks by arcing itself into an opponent (if the opponent is wearing metal armor) or by releasing small globes of electricity.
Electricity (Ex): A lightning quasi-elemental is composed completely of electricity; therefore any creature touched or touching it takes 1d6 points of electrical damage. An opponent grasping or wearing conductive material (metal weapon, armor, and so on) that comes into contact with a lightning quasi-elemental takes 1d6 additional points of electrical damage.
Arc (Ex): The lightning quasi-elemental may move up to 120 feet and make an attack by arcing from its current location to any grounded metallic object (including creatures holding metal weapons or wearing metal armor). This is treated as a charge attack.
Globe (Ex): A lightning quasi-elemental can discharge one globe, once per round, for each Hit Die it possesses. This globe will hover near the elemental until an opponent comes within 5 feet, at which time, the globe moves to the opponent and discharges; 1d4 points of damage, Reflex save (DC 13) half.
Electricity Immunity (Ex): Lightning quasi-elementals are immune to all electrical effects
Water Vulnerability (Ex): A lightning quasi-elemental takes 1d8 points of damage per gallon of water it contacts.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits or flanking attacks. Lightning quasi-elementals have darkvision with a range of 60 feet.
Lightning Quasi-Elemental, Medium
Medium-Size Elemental (Air, Electricty)
Hit Dice: 10d8+20 (65 hp)
Initiative: +6 (Dex)
Speed: 60 ft
AC: 19 (+6 Dex, +3 natural)
Attacks: Slam +13 melee
Damage: Slam 0 and 1d8 electricity
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Globe, electricity, arc
Special Qualities: Damage reduction 5/+1, elemental, electricity immunity, fire and acid resistance 20, water vulnerability
Saves: Fort +5, Ref +13, Will +3
Abilities: Str 12, Dex 22, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +12, Spot +12
Feats: Dodge, Weapon Finesse (slam)
Challenge Rating: 6
Combat
Electricity (Ex): 1d8 points of electrical damage; those grasping or wearing conductive material (metal weapon, armor, and so on) take 1d8 additional points of electrical damage.
Globe (Ex): 1d6 points of electrical damage, Reflex save (DC 17) half.
Lightning Quasi-Elemental, Large
Large Elemental (Air, Electricity)
Hit Dice: 12d8+36 (90 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 60 ft
AC: 21 (-1 size, +8 Dex, +4 natural)
Attacks: Slam +16 melee
Damage: Slam 0 and 2d6 electricity
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Globe, electricity, arc
Special Qualities: Damage reduction 10/+1, elemental, electricity immunity, fire and acid resistance 20, water vulnerability
Saves: Fort +5, Ref +13, Will +3
Abilities: Str 14, Dex 26, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Dodge, Improved Initiative, Weapon Finesse (slam)
Challenge Rating: 9
Combat
Electricity (Ex): 2d6 points of electrical damage; those grasping or wearing conductive material (metal weapon, armor, and so on) take 2d6 additional points of electrical damage.
Globe (Ex): 1d8 points of electrical damage, Reflex save (DC 19) half.