b'Fulminar \n'b' What seemed to be a storm cloud takes the shape of a feline predator. Flashes of lightning course through its semisolid body as it strikes with overwhelming speed. \n'b'  Large   elemental ,  neutral  \n'b'  Armor Class  15  Hit Points  112 (15d10 + 30)  Speed  fly 90 ft. (hover)\n'b' STATS STR: 10 (+0) DEX:  20 (+5)  CON:  14 (+2)  INT:  8 (-1)  WIS:  17 (+3)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +9,  Charisma  +4  Skills   Perception  +7,  Stealth  +9  Damage Resistances  lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   exhaustion ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained , unconscious  Senses   darkvision  120 ft., passive  Perception  17  Languages  Auran  Challenge  9 (5,000 XP) \n'b' Special Traits \n'b'   Flyby . The fulminar doesn\xe2\x80\x99t provoke an opportunity  attack  when it flies out of an enemy\xe2\x80\x99s reach. \n'b'  Essence of Lightning . Bolts of lightning course around the fulminar\xe2\x80\x99s 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 fulminar can alter the radius as a  bonus action . \n'b'  Lightning Form . The fulminar can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the fulminar or hits it with a  melee attack  while within 5 feet of it takes 7 (2d6) lightning damage. \n'b'  Actions \n'b'   Multiattack . The fulminar makes three attacks: one with its bite and two with its claws. \n'b'  Bite .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 14 (2d8 + 5) piercing damage and 7 (2d6) lightning damage and the target can\xe2\x80\x99t take  reactions  until the end of the fulminar\xe2\x80\x99s next turn. \n'b'  Claw .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 12 (2d6 + 5) slashing damage and 7 (2d6) lightning damage. \n'b'  Lightning Shackles (Recharge 5-6) . The fulminar magically creates three sets of shackles of lightning, each of which can strike a creature the fulminar can see within 60 feet of it. A target must make a DC 16  Dexterity  saving throw. On a failure, the target takes 18 (4d8) lightning damage and is  restrained  for 1 minute. On a success, the target takes half the damage but isn\xe2\x80\x99t  restrained . A  restrained  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  About \n'b'  Aerial Felines . Fulminars are creatures composed of semisolid elemental matter and roughly shaped like large feline predators. \n'b'  Cloud Giant Allies . Fulminars were either created or first summoned by powerful  cloud giant  sorcerers. They can also be found in the company of djinnis, silver dragons, and other creatures strongly connected to the element of air. It is unclear whether they have their own motives or are directed by a higher,  elemental  power. \n'b'  Lightning-Fast Slayers . Thanks to their speed, stealth, and a strange magical ability to entrap creatures with shackles of lightning, fulminars are extremely versatile, serving as spies, assassins, and shock troops. \n'b'  Elemental Nature . A fulminar doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Alternate Traits and Actions \n'b'  Source  ExpCod (Open Design) \n'b' The following changes allow GMs to alter a fulminar without modifying its challenge rating. \n'b'   Forked Lightning . When the fulminar flies at least 10 feet, it creates a duplicate lightning form that potentially fools attackers. Until the beginning of its next turn, after it moves,  attack  rolls against it have disadvantage. If it is hit by an  attack , this trait is disrupted until it moves again. The fulminar loses its Flyby and Essence of Lightning traits. \n'b'  Slam .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 14 (2d8 + 5) bludgeoning damage and 7 (2d6) thunder damage, and the target must make a DC 16  Constitution  saving throw. On a failure, the target is  stunned  until the end of the fulminar\xe2\x80\x99s next turn and  deafened  for 1 minute. On a success, the target is  deafened  until the end of the fulminar\xe2\x80\x99s next turn but isn\xe2\x80\x99t  stunned . A  deafened  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The fulminar loses its bite attack and replaces its bite attack with the slam  attack  when taking a Multiattack action. \n'b'  Thunderous Roar (Recharge 5-6) . The fulminar unleashes a roar similar to the overwhelming thunderclap created in a lightning strike\xe2\x80\x99s immediate area. Each creature within 30 feet of it must make a DC 16  Dexterity  saving throw. On a failure, the target takes 18 (4d8) thunder damage, is knocked  prone , and is  deafened  for 1 minute. On a success, the target takes half the damage but isn\xe2\x80\x99t knocked  prone  or  deafened . The fulminar loses its Lightning Shackles action. Alternatively, it retains its Lightning Shackles action with Recharge 6 for both  actions .'