Storm Elemental

'Storm Form. 'The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while with in 5 feet of it takes 5 (1d10) lightning damage. In addition, the elemental 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 5 (1d10) lightning damage.

ACTIONS
Multiattack. The elemental can make two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 12 (2d8+3) bludgeoning damage plus 4 (1d8) lightning damage.

Hurricane (Recharge 4-6). Each creature in the elemental's space must make a DC 14 Strength saving throw. On a failure, a target takes 12 (2d8+3) lightning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained. If the saving throw is successful, the target takes half the lightning damage and isn't grappled. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 12 (2d8+3) lightning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

Thunder Clap (Recharge 6). Each creature within 10 feet of the elemental must make a DC 14 Constitution saving throw or take 12 (2d8+3) thunder damage and be deafened for 1 minute. On a successful saving throw, the target takes half thunder damage and isn't deafened. The thunderous boom is audible out to 300 feet.