Wind Prowess. The dragon is immune to any wind-based effects, whether natural or magical.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 5 (1d10) thunder damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 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 the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Thunder Roar. The dragon exhales a tempest of wind in a 60-cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is knocked prone and pushed 30 feet away from the dragon, taking 15 (6d4) bludgeoning damage. On a successful save, the creature takes half as much damage and isn't knocked prone.
Lightning Breath. The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 35 (6d10) lightning damage on a failed save, or half as much damage on a successful one.
The dragon 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. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 9 (2d6 + 2) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Thunder dragons are very rare, and their origins are believed to occur from the mating of blue and white dragons, though it is also believed to be the work of storm magic infused into a white dragon's egg. This is based on thunder dragons feral nature, similar to white dragons.
They typically dwell in windswept mountain ranges or along coastal cliffs, using powerful winds and lightning to hunt their prey. They are some of the most agile dragons, using their speed and dexterity to keep their foes off balance until they fall to the ground below.
A thunder dragon has cloudy eyes, a sleek profile, and spines pointing backwards along its head and body. The scales of a wyrmling thunder dragon are a strong shade of plum, and as the dragon ages its scales begin to lighten, so that by the time it is old, it resembles a white dragon with pale lavender coloring.
Primal and Deadly. Thunder dragons are ferocious predators that act largely out of wrath and hunger. While they will kill any large animal medium-sized or larger creature that ventures too close to its lair, they prefer only to eat fresh kills, so they often kill simply for sport and territory, and will bring carcasses and drop them at the base of their lair as trophies. A large pile of bones at the base of a sheer cliff is often an indication that a thunder dragon lives above, while the most precious bones are kept as part of the dragon's hoard with any items or treasure found among the bodies. The dragon will remember where each prized bone came from, and will lash out in anger if any are taken, as they are used for both status and invoking fear to anyone that might enter their lair.
Thunder dragons enjoy the feeling of power, especially tormenting creatures before hurtling them to their death. Fear is the emotion that is most treasured by a thunder dragon, and it may spare the lives of creatures if they can be cowed into obedience. At the first sign of disobedience a thunder dragon will immediately kill even the most trusted servant.
So few thunder dragons have been seen that it is unknown if they are able to reproduce with other dragons. It is believed that they are too territorial to abide any other dragons near their lairs.
Lair and Lair Actions
Thunder dragons make their lairs in windswept mountain ranges or along coastal cliffs, often competing with bronze and silver dragons for suitable lairs. They often use the powerful winds and their lightning breath to push their prey off sheer cliffs to fall to their death.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
Hail. Hailstones rain down from the clouds to a point the dragon chooses within 120 feet of it. Each creature other than the dragon within a 20-foot radius centered on that point that is not under total cover must make a DC19 Dexterity saving throw or take 15 (4d6) bludgeoning damage. On a successful save, the creature takes half as much damage.
Thunderclap. A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 16 (3d10) thunder damage and is deafened until the end of its next turn. On a successful save, the creature takes half as much damage and isn't deafened.
Lightning Bolts. The dragon calls six bolts of lightning from the cloud to strike six creatures or objects of its choice that it can see within 120 feet. A given creature or object can't be struck by more than one bolt. A struck creature must make a DC15 Dexterity saving throw, and has disadvantage if wearing armor made of metal. The creature takes 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.
Regional Effects
Thunderstorms rage within 6 miles of an adult thunder dragon’s lair. Gusts of wind and rain assail the area under the cloud. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells - add 5 to the DC of any concentration checks from damage, and each creature must succeed on a DC10 concentration check at the start of their turn in combat. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
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