Charged State. When the blitzdonner has acquired 10 or more Lightning Charges (see other traits and actions), it goes into it's Charged State. While in Charged State, the blitzdonner deals an additional 7 (2d6) 2d6 Lightning damage with each attack (note that this only includes attacks with attack rolls).
The blitzdonner can be knocked out of Charged State. To do this, it has to take 60 or more damage in a single turn. If it does, it is knocked prone and 5 lightning flies appear within 10 feet of the blitzdonner.
Electric Symbiosis. When in Charged State, the blitzdonner can reroll any ones it rolls when rolling for Lightning damage.
Greater Lightning Absorption. When the Blitzdonner takes Lightning damage, it regains a number of hit points equal to half the damage rolled and gains 1 Lightning Charge for every 10 Lightning damage that was rolled for the attack. Also, when a Lightning Fly or a Swarm of Lightning Flies ends it's turn within 5 feet of the blitzdonner, they get absorbed into it's fur, granting it 1 Lightning Charge if it was a Lightning Fly, or 4 Lightning Charges if it was a Swarm of Lightning Flies.
Multiattack. The blitzdonner makes two attacks, one Bite attack and one Claw attack. The blitzdonner can replace one of these attacks with a Charge. If it's in Charged State, it can make three attacks, one Bite attack and two Claw attacks. It can replace it's Bite attack with one Tail or Stomp attack.
Bite. Melee Weapon Attack: +10 1d20+10 to hit, 10 ft., one target. Hit: 15 (2d10+6) 2d8+6 Piercing damage plus 7 (2d6) 2d6 Lightning damage.
Claw. Melee Weapon Attack: +10 1d20+10 to hit, 10 ft., one target. Hit: 12 (1d12+6) 1d12+6 Slashing damage.
Stomp. Melee Weapon Attack: +10 1d20+10 to hit, 5 ft., one target. Hit: 20 (4d6+6) 4d6+6 Bludgeoning damage. If the blitzdonner is not in Charged State, it summons 1 (1d4-1) 1d4-1 Lightning Flies within 10 feet of the target. The summoned Lightning Flies take their turns on Initiative Count 20.
Tail. Melee Weapon Attack +10 1d20+10 to hit, 15 ft., one target. Hit: 19 (2d12+6) 2d12+6 Bludgeoning damage. The target must also succeed on a DC 18 Strength Saving Throw or be knocked Prone.
Charge. The blitzdonner starts to charge by gathering nearby lightning flies. Any Lightning Flies and Swarms of Lightning Flies within 30 feet are pulled up to 15 feet closer to the blitzdonner. If one of these creatures ends up in a space within 5 feet of the blitzdonner, it gets caught in it's fur, granting it 1 Lightning Charge.
Call Lightning (Charged State only, Recharge 6 1d6 ). The blitzdonner chooses a point within 60 feet of itself. Each creature within 5 feet of that point must make a DC 16 Dexterity Saving Throw taking 22 (4d10) 4d10 Lightning damage on a fail, and half as much on a success. The blitzdonner can then take this action on it's following turns as a bonus action as long as it maintains concentration, as if concentrating on a spell.
Lightning Meteor (Charged State only, Recharge 6 1d6 ). The blitzdonner chooses a point within 30 feet of itself and jumps into the air to come crashing down like a meteor from a lightning storm. This movement does not provoke opportunity attacks. Creatures within 10 feet of the Blitzdonner when it lands must make a DC 16 Dexterity Saving Throw or take 21 (6d6) 6d6 Bludgeoning damage plus 30 (6d8) 6d8 Lightning damage on a failed save and be knocked Prone, or half as much damage on a success and not be knocked Prone.
Call Lightning (Only if already concentrating on Call Lightning). The blitzdonner chooses a point within 60 feet of itself. Each creature within 5 feet of that point must make a DC Xx Dexterity Saving Throw taking 22 (4d10) 4d10 Lightning damage on a fail, and half as much on a success.