Keen Senses. The Thunderail has advantage on Wisdom (Perception) checks that rely on sight or smell.
Electro-Charged Feathers. When the Thunderail takes damage from a melee attack, the attacker must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) lightning damage.
Short Burst Flight. The Thunderail can only fly in short bursts, up to 10 feet at a time. If it ends its turn flying, it must land immediately.
Reliable Mount. The Thunderail can serve as a mount for a Medium or smaller creature. The rider has advantage on saving throws against being dismounted during ground movement.
Multiattack. The Thunderail makes two attacks: one with its Bite and one with its Claw.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.Hit: 12 (2d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.Hit: 9 (2d6 + 4) slashing damage.
Thunder Snap (Recharge 5–6). The Thunderail snaps its jaws, releasing a crack of thunder. Each creature within 15 feet must succeed on a DC 14 Constitution saving throw or take 18 (4d8) thunder damage and be deafened for 1 minute. Half damage on a successful save.
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Description
Description - Big Buddy
Known as Big Buddy, this particular Thunderail is a loyal and intelligent mount. With feathers that crackle with latent energy and the ability to glide short distances, it provides steadfast companionship for its cowboy partner. Despite its intimidating appearance, Big Buddy is gentle and protective, forging deep bonds with those it trusts.
Description - Thunderail
Thunderails are rare, electrified avian-reptilian creatures known for their crackling plumage and swift ground speed. They are often sought after by frontier riders for their endurance and loyalty.
Lair and Lair Actions
A thunderail's lair is typically a high canyon cave or a burrowed-out thunder nest along stormy ridges, where static energy crackles through feathers scattered across the ground. Shiny objects collected during travels are displayed around the lair, reflecting lightning flashes during storms. The charged air and natural acoustics make thunderous sounds echo louder, adding an intimidating atmosphere.
Lair Actions:
When fighting a Thunderail in its lair, the following lair action can be used. On initiative count 20 (losing initiative ties), The Thunderail can take one lair action:
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Static Surge. The air crackles with electricity. Each creature of Big Buddy's choice within 30 feet must succeed on a DC 13 Dexterity saving throw or take 9 (2d8) lightning damage and cannot take reactions until the start of their next turn.
Fighting a Thunderail in its lair grants an additional XP value, increasing the total XP to 1,375 due to the added environmental dangers.
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