Trampling Charge. If the bluespawn stormlizard moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the bluespawn stormlizard can make one stomp attack against it as a bonus action
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing Damage plus 9 (2d8) lightning damage.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone target. Hit: 12 (2d6 + 5) bludgeoning damage.
Electricity Breath (Recharge 5-6). The bluespawn stormlizard exhales lightning in a 15-foot cone. Each creature in the area must succeed on a DC 16 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much on a successful one.
Description
Stormlizards almost look like a hybrid from a wingless blue dragon and a rhinoceros, with their horns crackling with electricity. These dragonspawn prefer to live in arid plains but will be fine anywhere as long as they have a dry, sandy place to lair and lay eggs.
Trampling Chargers. Stormlizards hunt by charging and goring their prey, and then finishing them off with their bite and stomp. When outnumbered, it will use its lightning breath.
Fickle Mounts. Stormlizards have animal level intelligence and are surprisingly easy to train as mounts so long as the rider is aligned with Tiamat. They are, however, rather bloodthirsty and irritable and will need to kill regularly or they will become intractable.
Comments