monsters elemental cr-5-10 Creature Codex

Fulminar

Large Elemental, CR 9. From Creature Codex.

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Fulminar

Large Elemental, neutral

Armor Class 15

Hit Points 112 (15d10+30)

Speed fly 90 ft., hover true ft.

STR
10 (+0)
DEX
20 (+5)
CON
14 (+2)
INT
8 (-1)
WIS
17 (+3)
CHA
10 (+0)

Saving Throws Dex +9, Cha +4

Skills Perception +7, Stealth +9

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)

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.

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