Fulgrim (5e Creature)
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Gargantuan fiend (titan), chaotic evil
Saving Throws Dex +17, Wis +13, Cha +16
Legendary Resistance (3/Day). If the daemon prince fails a saving throw, it can choose to succeed instead.
Discorporation. When the daemon prince is reduced to 0 hit points or dies, its body is destroyed but its essence travels back to its domain in the Abyss, and it is unable to take physical form for a time.
Entrancing Aura. Each creature that starts its turn within 20 feet of Fulgrim must make a DC 21 Wisdom saving throw or be charmed by Fulgrim until the start of his next turn. A creature that succeeds on its saving throw is immune to Fulgrim’s entrancing aura for 24 hours.
Innate Spellcasting. Fulgrim’s spellcasting ability is Charisma (spell saving throw DC 24, +16 to hit with spell attacks). Fulgrim can innately cast the following spells, requiring no material components:
Magic Resistance. The daemon prince has advantage on saving throws against spells and other magical effects.
Magic Weapons. The daemon prince’s weapons are magical.
Reactive. Fulgrim can take one reaction on every turn in a combat.
Siege Monster. Fulgrim’s weapons deal double damage to objects and structures.
Multiattack. Fulgrim uses its Frightful Presence. It then makes four rapier attacks and a tail attack.
Rapier. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is Huge or smaller, it is grappled (escape DC 23). Until the grapple ends, the target is restrained, Fulgrim can automatically hit the target with his tail, and Fulgrim can’t make tail attacks against other targets.
Fling. One Large or smaller object held or creature grappled by Fulgrim is hurled up to 60 feet in a random direction and knocked prone. If the thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target was thrown at another creature, that creature must succeed on a DC 23 Dexterity saving throw or take the same damage and be knocked prone.
Scintillating Blast (Recharge 5-6). Fulgrim emits a blast of dazzling psionic light. Each creature within a 30-foot radius of Fulgrim must make a DC 24 Wisdom saving throw, taking 84 (24d6) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Frightful Presence. Each creature of Fulgrim’s choice that is within 60 feet of Fulgrim and aware of him must make a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Fulgrim’s Frightful Presence for 24 hours.
Parry. Fulgrim adds 6 to his AC against one melee attack that would hit him. To do so, Fulgrim must be able to see the attacker and be wielding a weapon.
Fulgrim can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Fulgrim regains spent legendary actions at the start of his turn.
Teleport. Fulgrim magically teleports up to 120 feet to an unoccupied space he can see.
Fulgrim the Illuminator is a daemon prince of Slaanesh and a fallen son of the god-emperor. Consumed by vanity, this serpentine titan spends the eons in seclusion in a private paradise plane, emerging from it only to satisfy his petty whims with slaughter.
The Perfectionist Planner. It is said that the god-emperor’s twenty sons were scattered across the multiverse soon after their birth, forcing him to track them down over centuries. Legends tell that Fulgrim arrived on a dying world with few resources, a world that he had reshaped into a verdant paradise by the time his sire found him. Struck by the god-emperor’s majesty, Fulgrim sought to emulate him in all respects and gladly joined his crusade. Yet over time his aspirations would warp into obsession, and he sanctioned questionable experiments meant to bring his space marine sons closer to his vision of “perfection”.
Damned by the Blade. Fulgrim’s downfall began when he found the Blade of the Laer, a cursed sword containing a daemon of Slaanesh. He took it for himself, not realizing its true nature, and fell under the daemon’s influence. In this state he was easily persuaded to join Horus in rebelling against the god-emperor, and as the first battle drew near he began committing unspeakable acts. Fulgrim’s fate was sealed when he slew his loyal brother Ferus Manus: as he looked down at Ferus’s headless body, shocked and horrified at what he’d done, the daemon seized on this moment of weakness and possessed him. Though Fulgrim would eventually expel the daemon from his body, the last dregs of his nobility were gone: he had become a depraved, egocentric hedonist every bit as vile as the daemon itself.
Slayer of Titans. Fulgrim ascended to daemonhood soon after his corruption, becoming a four-armed, serpent-tailed beast akin to a marilith. In this form he would strike down another of his brothers, the loyalist Roboute Guilliman, in the decades following Horus’s failed rebellion. For this deed and his earlier murder of Ferus Manus, Slaanesh rewarded Fulgrim with an entire layer of the Abyss to serve as his personal pleasure garden, a retreat which cannot be accessed by any means save Fulgrim’s personal invitation.