Fulminar
Large Elemental neutral
- Armor Class: 15
- Hit Points: 112 (15d10+30)
- Speed: fly 90 ft. hover True ft.
- Challenge Rating: 9 (5,000 XP)
- Source: Creature Codex, page 165
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
20 (+5) |
14 (+2) |
8 (-1) |
17 (+3) |
10 (+0) |
- Saving Throws: Dex +9, Cha +4
- Skills: perception +7, stealth +9
- Damage Immunities: poison
- Damage Resistances: lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses: darkvision 120 ft., passive Perception 17
- Languages: Auran
Special Abilities
- 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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