Fulminar

Large elemental, Neutral

Armor Class

15

Hit Points

112 (15d10+30)

Speed

walk 90 ft., fly 90 ft.

Saves

Dex +9, Cha +4

Skills

Perception +7, Stealth +9

Damage Resistances

lightning, thunder; bludgeoning, piercing, slashing from nonmagical weapons

Damage Immunities

poison

Condition Immunities

exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses

darkvision 120 ft.

Languages

Auran

Challenge

9

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.