Fulgur Skymaster (5e Creature)
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Medium humanoid (fulgur), lawful good
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:
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:
Sky's Shield. The fulgur doesn't need a free hand to benefit from its shield.
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.
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.