Fulgur (5e Creature)

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Medium humanoid (fulgur), lawful good

Armor Class 16 (chain shirt, shield)
Hit Points 22 (4d8 + 4)
Speed 30 ft., fly 30 ft. (hover)

15 (+2) 12 (+1) 13 (+1) 10 (+0) 11 (+0) 12 (+1)

Damage Resistances lightning
Senses passive Perception 10
Languages Auran, Common
Challenge 1/2 (100 XP)

Innate Spellcasting. The fulgur's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

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


Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands.

Light Hammer. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Fulgurs are blue-skinned humanoids that hail from the Elemental Plane of Air. They can cause lightning to spring from their fingertips, and they staunchly oppose evil creatures from the Elemental Plane of Earth.

Elemental Worship. Fulgurs worship a handful of deities that they believe ply the farthest reaches of the Plane of Air. These deities are titanic birds with feathers that shine like precious metals and beaks made from solid gold. These deities are hardly seen even by the fulgurs themselves, but the occasional discovery of a wondrous feather that matches mythical descriptions affirms the fulgurs of their belief.

Windy Warriors. Fulgur warriors train constantly to prove themselves to their avian gods, and make use of a number of fighting styles and battle strategies that take full advantage of their innate ability of flight. A common tactic is for ground-based fulgur warriors to flush enemies into open spaces, where flying allies can make ranged attacks with impunity.

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