Sources
CR
Type
Size
Alignment
Movement

Fluxcharger

Large Elemental, Chaotic Neutral

Armor Class 16 (natural armor)
Hit Points 60 (8d10 + 16)
Speed 0 ft., fly 60 ft.
STR
15
+2
DEX
18
+4
CON
15
+2
INT
6
-2
WIS
10
+0
CHA
7
-2
Damage Resistances thunder; bludgeoning, piercing, slashing, from nonmagical attacks
Damage Immunities lightning, poison
Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Draconic
Challenge 7 (2,900 XP)

Traits

Amplify Lightning. Whenever a spell that deals lightning damage includes one or more fluxchargers in its area, the spell deals an extra 9 (2d8) lightning damage.

Actions

Multiattack. The fluxcharger makes two slam attacks or uses Arc Lightning twice.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:13 (2d8 + 4) bludgeoning damage plus 10 (3d6) fire damage.

Arc Lightning. Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit:16 (3d10) lightning damage, and lightning jumps from the target to one creature of the fluxcharger's choice that it can see within 30 feet of the target. That second creature must succeed on a DC 15 Dexterity saving throw or take 13 (3d8) lightning damage. Hit or Miss:The fluxcharger takes 5 (1d10) force damage after resolving the attack.

Lore

In an effort to create a weird that could be more easily controlled, Izzet mages tried binding elemental lightning, fire, and smoke into a framework made of the magical alloy mizzium. The experiment was partly successful: the resulting weird, a fluxcharger, doesn't explode like some other weirds do, but it is more intelligent and more headstrong than other weirds.