Charge. If the bluespawn thunderlizard moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 14 (2d8+5) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If target is an object or structure (wall, etc.) then the thunderlizard gains advantage on the attack.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Lightning Arc (Recharge 5-6). The bluespawn thunderlizard arcs lightning in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 22(4d10) lightning damage on a failed save, or half as much on a successful one.
Electricity Link. The bluespawn thunderlizard can cause a line of electricity to fire from its horn to that of another bluespawn thunderlizard within 100'. Creatures in the line must succeed on a DC 12 Dexterity saving throw or take 11(2d10) points of lightning damage.
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