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Fulminar

Large · Elemental · CR 9 · Neutral

Source. Creature Codex
Armor Class
15
Hit Points and Hit Dice
112 (15d10+30)
Challenge Rating CR
9

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Large
Type Elemental
Alignment Neutral
XP 5000
Initiative Bonus +5

Movement

Fly 90 ft (27.4 m)
Hover Yes

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 17

Saving Throws

Dexterity +9 Charisma +4

Skills

Perception +7 Stealth +9

Languages

Auran

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Traits

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

Bite

+9 to hit, reach 5 ft (1.5 m). Hit: 2d8+5 lightning damage.

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

+9 to hit, reach 5 ft (1.5 m). Hit: 2d6+5 lightning damage.

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.

Multiattack

The fulminar makes three attacks: one with its bite and two with its claws.

About Fulminar

Fulminar is a large elemental with a Challenge Rating of 9. It has a neutral alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 112 hit points (derived from 15d10+30).

Fulminar has communication capabilities including Auran. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Fulminar

2 tips available

When using Fulminar in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.

Player Guide: Facing Fulminar

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 9.

Solo Encounter:

A single character of level 12 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 9,000 XP
  • Hard: 13,500 XP
  • Deadly: 18,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Fulminar?
Fulminar has a Challenge Rating of 9, making it appropriate for parties of level 9.0.
What type of creature is Fulminar?
Fulminar is a Large Elemental, which affects how certain spells and abilities interact with it.
What languages does Fulminar speak?
Fulminar can communicate in Auran.

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