Spark Elemental
Small Elemental (Air, Extraplanar)
Hit Dice: 4d8+12 (30 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: Fly 60 ft. (perfect) (12 squares)
AC: 20 (+5 Dex, +1 size, +4 natural), touch 16, flat-footed 15
Base Attack/Grapple: +3/+0
Attack: Slam +10 melee (1d4+1 plus Shocking Strike)
Full Attack: Slam +10 melee (1d4+1 plus Shocking Strike)
Space/Reach: 5 ft./5 ft.
Special Attacks: Air mastery, Electrical Spray, Shocking Strike
Special Qualities: Death Throes, electric healing, immunity to electricity
Saves: Fort +4, Ref +9, Will +1
Abilities: Str 12, Dex 21, Con 16, Int 10, Wis 11, Cha 11
Skills: Listen +7, Spot +7
Feats: Flyby Attack, Improved Initiative (B), Weapon Focus (Slam), Weapon Finesse (B)
Environment: Lamannia
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 5-8 HD (Small), 9-12 HD (Medium)
Level Adjustment: -
This creature appears to be an amorphous, shifting thing of lightning surrounded by small sparks in many colors. Black sparks form the suggestion of two eyes and a mouth.
A type of air elemental that loves to fight its willing to jump into combat even when theirs nothing for it to fight. They have been known to keep fighting until they explode from too much damage.
First summoned by many powerful Cyran wizards to help fight during one of the many battles of the last war. The knowledge of how to summon these elementals quickly spread to many other wizards. Now not many wizards have the strength to summon the spark elemental but many do know how.
Combat
Spark elementals will commonly charge at the closest opponent to spread the spark of pain and the shocking power of lightning. Not as fast as the more common air elemental but still blinding fast in a battle. They luckily heal from electricity so spells that deal that kind of damage are more commonly used when these elementals are summoned.
Spark elementals can be summoned using a summon monster VI spell.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a spark elemental.
Electrical Spray (Su): Whenever damage is dealt to the spark elemental, it sprays a wave of electricity outward in a 5-foot cone, dealing 1d4+4 points of electricity damage to all within range (no saving throw).
Shocking Strike (Su): A spark elemental’s slam attack deals 1d8+4 points of electricity damage in addition to the normal slam damage. The creature receives a +3 bonus on attack rolls against any opponent that is made out of metal, wearing metal armor, or carrying a significant amount of metal.
Death Throes (Su): If a spark elemental is killed, it explodes in a burst of energy that deals 4d6 points of electricity damage to everything within 20 feet. Creatures in this region must make Reflex saving throws (DC 15) to take half damage. The save DC is Constitution-based.
Electric Healing (Ex): Because of the spark elemental’s electrical affinity, any electricity attack directed at it cures 1 point of damage for each 3 points of damage it would otherwise deal. The creature gets no saving throw against electricity effects.
Why not use an actual lighting quasi-elemental type? Otherwise - looks cool I don't know enough about the setting you're using to really 'get' all of it...