Thunder (Deity)
Thunder
INT 18 (+4) WIS 18 (+4) CHA 25 (+7)
Legendary Resistance (3/Day). If Thunder fails a saving throw, he can choose to succeed instead.
Rejuvenation. If Thunder dies, his spirit scatters and instantly vanishes, which later appears in a new body that descends from the sky during a thunderstorm 1d4 days later.
Self-Destruct. Upon reaching 0 hit points, Thunder’s body rapidly expands and he explodes, causing all creatures in a 30-foot radius of him to make a DC 25 Dexterity saving throw or take 20d6 Thunder damage, or half as much on a success.
Magic Resistance. Thunder gains an advantage against all magical saving throws.
Magic Weapons. Thunder’s weapon attacks are magical.
Battle Maneuvers. Once per turn, when Thunder hits a target with an attack, he can choose one of the following maneuvers on top of dealing damage:
- Disarm: Thunder makes a Strength (Athletics) check against the target or an object they are holding (of Thunder’s choice) is sent flying 20 feet in a random direction.
- Grapple: Thunder makes a Strength (Athletics) check against the target, grappling them if he wins.
- Change Proportion: Thunder’s arm or other body part magically expands in size, causing his attacks to deal an additional 10 points of bludgeoning damage.
Unusual Nature. If Thunder becomes grappled, he can expend 15 feet of movement to free himself.
Destroy Object. If Thunder is holding any nonmagical Small-sized or smaller object, he can use an action to instantly shatter the object with his bare hands, disintegrating it into fine, invisible dust.
Spellcasting. Thunder’s innate spellcasting ability is Charisma (spell save DC 22, +14 spell attack bonus), and has the following spells prepared:
Multiattack. Thunder makes three or four attacks: Two punches, then either a Kick or two Stormfang Blade attacks.
Punch. Melee Attack: +16 to hit, reach 5 ft., one target. Hit: 2d8+8 bludgeoning damage plus 2d8 Thunder damage.
Kick. Melee Attack: +16 to hit, reach 5 ft., one target. Hit: 2d10+8 bludgeoning damage plus 2d8 Thunder damage, and the target must succeed on a DC 27 Strength saving throw or be flung backwards 15 feet away from Thunder, landing prone.
Stormfang Blade. Melee or Ranged Weapon Attack: +16 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 2d8+8 bludgeoning damage plus 2d8 Thunder damage.Thunder 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. Thunder regains spent legendary actions at the start of his turn.
Battle Maneuver. Thunder makes one melee attack with a battle maneuver of his choice.
Spell. Thunder casts a spell.
Noxious Gas (Recharge 5-6). Thunder lights a cigar. At the end of his next turn, each creature within 30 feet of him must succeed on a DC 20 Constitution saving throw or fall unconscious. An affected creature can repeat this saving throw at the end of each of their turns, ending the effect on itself on a success.