Superconductor. Upon receiving lightning damage, electricity begins to arc wildly around the captain. All creatures ending their turns within 15ft of the captain must make a DC13 Dexterity saving throw. On a failure, the targets receive 2d8 lightning damage, or half as much on a successful one. Attacks made by the captain also deal an additional 1d8 lightning damage.
Crushing Blows. Enemies struck by the captain are knocked back 10ft.
Multiattack. The captain may use its rallying cry, then make 2 attacks with its thunder hammers.
Thunder Hammers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 6) bludgeoning damage, + 1d6 Thunder damage.
Rallying Cry. The captain clangs its hammers together above its head, chanting a rallying cry in the draconic tongue, granting an additional 1d8+4 to attack rolls, saving throws, and skill checks to allies within 30ft until the start of its next turn. After performing the rallying cry for the first time, storm clouds begin to form, in 3 turns, The young blue dragon Sparkjaw will be summoned to the field of battle.
Defensive Duelist. The captain may expend its reaction to add its proficiency bonus (+3) to its AC when hit by a melee attack, potentially causing it to miss.
Description
One of the Bolthounds' Elite Thunder Captains, fearsome warriors capable of knocking trolls to their knees with a single flurry from their thunder hammers.
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