Fulgur Skymaster (5e Creature)

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Fulgur Skymaster

Medium humanoid (fulgur), lawful good


Armor Class 20 (studded leather, shield)
Hit Points 136 (16d8 + 64)
Speed 30 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 19 (+4) 12 (+1) 15 (+2) 15 (+2)

Saving Throws Wis +7, Cha +7
Skills Athletics +10, Perception +7
Damage Immunities lightning, thunder
Senses passive Perception 17
Languages Auran, Common
Challenge 15 (13,000 XP)


Brave. The fulgur has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the fulgur hits with it (included in the attack).

Innate Spellcasting. The fulgur's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells innately, requiring no material components:

At will: shocking grasp
1/day each: gust of wind, thunderwave

Sky's Blessing. The AC of the fulgur includes its Constitution bonus.

Sky's Fury (Recharges after a Short or Long Rest). As a bonus action, the fulgur can enter a rage at the start of its turn. The rage lasts for 1 minute or until the fulgur is incapacitated. While raging, the fulgur gains the following benefits:

  • The fulgur has advantage on Strength checks and Strength saving throws
  • When it makes a melee weapon attack, the fulgur gains a +4 bonus to the damage roll.
  • The fulgur has resistance to bludgeoning, piercing, and slashing damage.

Sky's Shield. The fulgur doesn't need a free hand to benefit from its shield.

Spellcasting. The fulgur is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following paladin spells prepared:

1st level (4 slots): command, protection from evil and good, thunderous smite
2nd level (3 slots): branding smite, find steed
3rd level (2 slots): blinding smite, dispel magic

ACTIONS

Multiattack. The fulgur makes two attacks.

Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage, plus 4 (1d8) lightning damage.

Flying Hammer. The fulgur releases its maul to hover magically in an unoccupied space within 5 feet of it. If the fulgur can see the hammer, the fulgur can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the fulgur's hands. If the hovering hammer is targeted by any effect, the fulgur is considered to be holding it. The hovering hammer falls if the fulgur dies.

REACTIONS

Parry. The fulgur adds 5 to its AC against one melee attack that would hit it. To do so, the fulgur must see the attacker and be wielding a melee weapon.

The fulgur skymasters are the elite of the skyfuries. A fulgur skymaster can release its weapon and control it from a distance, and it wields holy magic against those that dare to stand before it.
Among their own kind, fulgur skymasters are highly respected, often acting as generals and leaders.


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