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Fulminar 2014

CR 9 elemental

Large elemental, neutral


Armor Class
15
Hit Points
112 (15d10+30)
Speed
fly 90 ft. (hover)

STR10 (+0)
DEX20 (+5)
CON14 (+2)
INT8 (-1)
WIS17 (+3)
CHA10 (+0)

Saving Throws
Dexterity +9, Charisma +4
Skills
Perception +7, Stealth +9
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) · Proficiency Bonus +4

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.

Flyby.

The fulminar doesn't provoke an opportunity attack when it flies out of an enemy's reach.

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.

Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details