Thundercolt

Thundercolts are alien ponies who have acclimated to Faerie. They come in a variety of metallic colors that affects their breath weapon and damage resistance.

Traits

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Alignment. Although good at heart, thundercolts love their freedom and exercise their thunderbolt abilities every chance they get. They tend to be chaotic.
  • Breath Weapon. You can use your action to exhale destructive energy. Your metallic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your metallic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
  • Damage Resistance. You have resistance to the damage type associated with your metallic ancestry.
  • Human Form. The skin, eye, and hair color of your human form matches the color of your equus form, clearly identifying you as other worldly. You lose the Equine Build trait but retain the Silent Step trait. Your speed is 30 feet.
  • Hybrid Form. Your hybrid form is a metallic-skinned humanoid with horse-like ears and long hair that looks like a mane. Like your Human Form, your skin, eye, and hair color match the color of your equus form. You lose the Equine Build trait but retain the Silent Step, Ride Thunderbolt, and Damage Resistance traits. Your speed is 30 feet.
  • Metallic Ancestry. You are made of metal. Choose one type of metal from the Metallic Ancestry table. Your breath weapon and damage resistance are determined by the metal type, as shown in the table.
  • Ride Thunderbolt. You can manifest a thunderbolt beneath you when falling. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. When using this power, a thunderclap can be heard within 300 feet.
  • Silent Step. Your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Metal Damage Type Breath Weapon
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
Zircon Fire 5 by 30 ft. line (Dex. save)
Section 15: Copyright Notice

5E RPG: Species of the Multiverse. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael J. Tresca

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