Mirrored Net. Reflective surfaces often cause a fright in thunderbirds causing them to ground and walk away from whatever the source is. Experienced hunters will often use this to their advantage and keep thunderbirds in there caves by handing mirrors on the outside of their caves.
Multiattack. The Thunderbird makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Recharge Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Thunder Screech. The bird screams in a 20-foot Radius. Each creature in that area must make a DC 15 Constitution saving throw, taking 27 (5d10) Thunder damage on a failed save and is stunned until the end of their next turn, or half as much damage on a successful one. Creatures who have dripped powdered wax in their ears are immune to this effect or those that have the deafened condition.
Gust. The bird exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or is throne 15 feet back. The gust persists for 3 rounds and creatures can repeat the save on each of there round. Dwarven climbing hooks make creatures immune to this effect, but also lowers the creatures speed by 10ft per round.
Static Feathers. Once per round when the Thunderbird is struck by a melee attack using a metal weapon, it may use its reaction to deal 2d8 lightning damage to the attacking creature.
Lair and Lair Actions
A Thunderbird's Nest
Dang big bird needs a big Cave to put a nest and HWAT-NOT.
Lair Actions
On initiative count 1 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- If a creature is within 5 feet of one the thunderbird's Eggs the thunderbird can use its reaction to fly to that creature without provoking attacks of opportunity and make a single claw attack..
- All creatures within the lair must make a DC 10 Constitution saving throw. On a failed save the cold cave air makes it into there lungs causing 1d10 cold damage. This effect is negated by creatures wearing warm clothing.
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