Fulminar

Creature Codex (3pp)

Size
Large
Type
elemental
Alignment
neutral
AC
15
Hit Points
112 (15d10+30)
Speed
walk 90 ft., fly 90 ft.
Saving Throws
Dex +9, Cha +4
Skills
Perception +7, Stealth +9
Resistances
lightning, thunder; bludgeoning, piercing, slashing from nonmagical weapons
Immunities
poison
Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses
darkvision 120 ft.
Passive Perception
17
Languages
Auran
Challenge
9
Environment
grassland, hill, mountain
STR
10
+0
DEX
20
+5
CON
14
+2
INT
8
−1
WIS
17
+3
CHA
10
+0

Traits

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 56)

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.

Other data

description