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5ead/monsters/md/creature_codex/fulminar.md
2025-06-07 07:58:30 -05:00

2.3 KiB

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.