Fulminar

Fulminar

Large elemental, neutral
  • Armor Class 15 (undefined)
  • Hit Points 112 (15d10+30)
  • Speed fly 90 ft. (hover)
  • STR
    10 (+0)
  • DEX
    20 (+5)
  • CON
    14 (+2)
  • INT
    8 (-1)
  • WIS
    17 (+3)
  • CHA
    10 (+0)
  • Saving Throws Dex +9, Cha +4
  • Skills Perception +7, Stealth +9
  • Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Auran
  • Challenge 9 (5,000 XP)
  • Flyby. The fulminar doesn't provoke an opportunity attack when it flies out of an enemy's reach.
  • Essence of Lightning. Bolts of lightning course around the fulminar's body, shedding bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The fulminar can alter the radius as a bonus action.
  • Lightning Form. The fulminar can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the fulminar or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage.

Actions

  • Multiattack. The fulminar makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and 7 (2d6) lightning damage and the target can't take reactions until the end of the fulminar's next turn.
  • Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and 7 (2d6) lightning damage.
  • Lightning Shackles (Recharge 5-6). The fulminar magically creates three sets of shackles of lightning, each of which can strike a creature the fulminar can see within 60 feet of it. A target must make a DC 16 Dexterity saving throw. On a failure, the target takes 18 (4d8) lightning damage and is restrained for 1 minute. On a success, the target takes half the damage but isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.