Juracan

Large elemental, chaotic evil

Armor Class 14 (Natural Armour)

14 (Natural Armour) Hit Points 75 (10d10 + 20)

75 (10d10 + 20) Speed 20 ft. Fly 40 ft.

STR DEX CON INT WIS CHA 17 (+3) 13 (+1) 15 (+2) 10 (+0) 14 (+2) 11 (+0)

Skills Intimidation +4

Intimidation +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, thunder

lightning, thunder Condition Immunities deafened

deafened Senses passive Perception 12

passive Perception 12 Languages Common, Primordial

Common, Primordial Challenge 4 (1,100 XP)

Rumbling Nimbus. At the start of Juracan's turn, roll a d6. On 1-5 each creature within 5 feet takes 2 (1d4) thunder damage. On a 6, each creature within 5ft of Juracan takes 5 (2d4) thunder damage and must succeed on a DC 15 constitution saving throw or be pushed 10 feet away.

Gathering Storm. Every 4 rounds Juracan's attacks gain a storm feature for that turn restarting the counter at the start of his next turn.

Actions

Multiattack. Juracan makes four bolt attacks.

Bolt. Ranged Weapon Attack: +5 to hit, range 60ft., one target. Hit: 4 (1d6 + 1) lightning damage.

Storm Feature: A target must also succeed on a DC 15 constitution saving throw or be pushed back 5 feet.

Rumbling Presence. Gathering storm advances by and extra round and rumbling nimbus reactivates.

Storm Feature: Storm features also trigger next round.

Swirling Storm. A swirling storm appears at a point Juracan can see on the ground within 60 feet of him. The storm fills a 5-foot radius, 40-foot-tall cylinder that lightly obscures its space lasting 4 rounds and if a creature is within it or starts its turn within it then the storm makes a bolt attack against it.

Storm Feature: A lightning bolt, starting from one cloud, jumps between each storm traveling in a straight line and only going to each storm once. Each creature in the way of the bolt must succeed on a DC 14 dexterity saving throw taking 4d6 lighting damage on a failed save or taking half as much damage on a successful save.

Thunderous Clap. All creatures in a 20-foot cone must succeed on a DC 13 constitution saving throw or take 7 (2d6) thunder damage and be stunned until the end of its next turn.

Storm Feature: Each creature in a 20-foot line that is 5 feet wide must succeed on a DC 14 dexterity saving throw or take 10 (3d6) lightning damage.