# 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.