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___ ___ > ## Fulgur >*Large elemental, Chaotic Neutral* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 112 (15d10+30) > - **Speed** 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12(+1)|21 (+5)|15 (+2)| 6 (-2)|12 (+1)| 10 (+0)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** lightning, thunder > - **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious > - **Senses** Darkvision 60ft, passive Perception 10 > - **Languages** Primordial > - **Challenge** 8 (3,900 XP) > ___ > ***Path of least Resistance.*** Each time the fulgur changes direction while moving, its movement speed is reduced by 10ft until the end of the turn. > > ***Lightning Souls.*** Bolts of lightning course around the fulgur'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 fulgur can alter the radius as a bonus action. > > ***Confer Lightning Resistance.*** The fulgur can grant resistance to lightning damage to anyone riding it. > > ***Lightning Body.*** 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 > > ***Hooves.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) ligthning damage plus 9 (2d8) thunder damage. > > ***Lightning Charge (recharge 5-6).*** The fulgur becomes a bolt of living lightning and moves up to its speed without provoking opportunity attacks. It can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage and is pushed to the closest unoccupied space if it ends its turn inside an object. Each creature in the fulgur's path must make a DC 15 Dex save. **Failure:** take 22 (4d10) lightning damage. **Success:** take half as much damage. > > ***Thunder Stampede (1/day).*** The fulgur rears back and slams its front hooves into the ground liberating a large shockwave. Each creature within 20 feet of the fulgur must make a DC 15 Strength save. **Failure:** the creature takes 22 (4d10) thunder damage plus 22 (4d10) lightning damage, is pushed up to 10 feet away from the fulgur and is deafened until the end of its next turn. **Success:** Takes half the damage and isn't pushed or deafened. > ### Bonus Action > ***Charged Impact*** After moving at least 20ft in a straight line, the fulgur can make a Hooves attack against a creature within its reach. On a hit, the target is knocked Prone if it is Large or smaller.
Lightning Mare by Lucas Graciano
\pagebreakNum ### Description ___ - ***Some people say that a angry herd sounds like thunder, well sometimes it also looks like it.*** - They run along at unbelievable speeds, following thunderstorms seemingly appearing out of thin air during particularly during violent weather events. - **Wild Energy** They are in essence both like lightning and wild horse at the same time, hard to tame and dangerous but highly useful when under control. - - **Lightning-Fast** Thanks to their speed and power, greater elemental and well prepared druids and magician often try to turn these wild creature into their mounts. - **Elemental Nature.** An elemental doesn't require air, food, drink, or sleep. ## Tactics ### Monster turn ##### Beginning of the turn 1. If ***Lightning Charge*** unavailable → roll to recharge ##### Targeting Priorities 1. Enemy or object that is metallic or covered in metal 2. Largest group of enemy 3. Easily reachable enemy ##### Movement 1. If target is not reachable with move speed → take Dash action 2. If target is within 5 feet → go to the action section 3. If target is reachable with move speed → move toward target with the shortest path possible
∟ if movement >= 20 feet → ***Charged Impact*** ##### Action 1. If hp is at half or less than half → ***Thunder Stampede*** 2. If ***Lightning Charge*** available and two or more target within 20 feet of each other → ***Lightning Charge*** 3. Attack target with ***Hooves*** \columnbreak > ##### Lightning elemental weaknesses > As a DM don't forget to use the environment to make your fights more memorable. Give your player things to interact with.
> An elemental is usually difficult to stop in its tracks. > Here is a few option to stop or slow down such a creature. > - A large body of water > - Lightning rods (pseudo lightning rods with metal fences, spears touching the ground and other metallic object) > - Non-Conductive materials, glass, ceramic maybe even plastic, rubber etc... #### Lightning Dash *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** self - **Components:** V, S, M (a piece of metal struck by lightning) - **Duration:** Concentration, up to 1 minute ___ You imbue yourself with the elemental power of a thunderbolt. - When you cast this spell, you immediately move 30 feet in a straight line without provoking opportunity attacks. - You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage. If your path is blocked by a creature, object or other obstacle, you stop moving there and that creature, object or obstacle must make the Dex save. - Every creature you pass through must make a Dex save. **Failure:** the ceature take 2d8 lightning damage. **Success:** the creature take half as much damage.
**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for every two slot levels above 1st.