Thunderbird

The Thunderbird has a sphere of influence that is 3 spaces wide.

Once the Thunderbird is on the field, each round it summons a bolt of lightning to randomly strike a space on the field (at the beginning of the controlling team’s turn). Any characters on or adjacent to that space are struck by lightning and fall off their broom. The thunderbird is then moved to that space (and may move 3 spaces from there) (if this puts the Thunderbird’s sphere of influence in either Keeper Zone, it must be moved until it is not).

Any character that enters the sphere of influence must roll for agility against the Thunderbird, who rolls 1d10 and adds 2 for accuracy as it summons lightning to hit the character. Any character that fails must return to their hoops. Any character that succeeds is immune from the Thunderbird until the end of their next turn.

The Thunderbird can only attack one opposing character on its own turn – this does not include opportunity attacks (any character stepping into the Thunderbird’s sphere of influence).

The Thunderbird remains in play until the Snitch is caught and can be used every turn.