Fulmen (5e Creature)

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Fulmen[edit]

Large fiend (devil), lawful evil


Armor Class 13 (leather armor)
Hit Points 142 (15d10 + 60)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 19 (+4) 9 (-1) 11 (+0) 14 (+2)

Saving Throws Str +8, Con +7, Wis +3, Cha +5
Skills Perception +3
Proficiency Bonus +3
Damage Resistances cold, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, lightning, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Infernal, telepathy 120 ft.
Challenge 5 (1,800 XP)


Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Lightning Aura. The fulmen is wreathed by crackling electrical sparks. It sheds bright light in a 10-foot radius and dim light for an additional 10 feet. A creature that touches the fulmen or hits it with a melee attack while within 5 feet of it takes 2 (1d4) lightning damage.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The fulmen makes two attacks.

Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage, plus 3 (1d6) lightning damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 11 (2d8 + 2) piercing damage, plus 3 (1d6) thunder damage, and the target must succeed on a DC 15 Constitution saving throw or be deafened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Thunderball. An explosion of lightning and crash of thunder erupts for at a point within 60 feet of the fulmen. Each creature within 20 feet of that point must make a DC 15 Constitution saving throw. On a failed save, a creature takes 3 (1d6) lightning damage and 3 (1d6) thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

REACTIONS

Shocking Parry. The fulmen adds 3 to its AC against one melee attack that would hit it. To do so, the fulmen must see the attacker and be wielding a melee weapon. If the attack misses, the attacker takes 2 (1d4) lightning damage.

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A fulmen looking menacingly off into the distance.

A fulmen's sole purpose is to kill and groups of these devils wander the Nine Hells, absentmindedly searching for creatures to kill. A fulmen does not think about what it attacks, or whether or not it is more or less powerful. In fact, a fulmen has no thoughts at all, besides the base instinct to kill.
Dangerous as fulmens are, they aren't usually summoned by mortals, as their loyalty only truly belongs to the archdevils. More than one summoner has been torn apart by their own fulmens.

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