Library / Bestiary

Thunderbird

CR 11.00 Magical Beast N Gargantuan HD 14
This enormous bird has feathers the color of a stormy sky, a resemblance enhanced by the lightning that dances over its body.

Thunderbirds bring the storm on their wings. In times of drought, they are welcomed with joy and celebration. In other times, they are placated with gifts in hopes that they might leave quickly before flooding begins. When angered, thunderbirds can call down hurricanes and lay waste to entire villages, so in regions where these birds dwell, many villages maintain extensive rituals designed to appease and honor the local thunderbirds.

Thunderbirds nest near the base of waterfalls, where the constant thrum of crashing water prepares the hatchlings for a life at the heart of a storm. Once the chicks have hatched, their parents carry the offspring to nests at the top of mountains, where the young are struck by their first bolts of lightning and learn the mysteries of the storm.

HP
147 (14d10+70)
AC
25, touch 10, flat-footed 21 (+3 Dex, +1 dodge, +15 natural, -4 size)
Init
+7
Speed
30 ft., fly 120 ft. (good)
Fort
+14
Ref
+12
Will
+9
BAB
+14
CMB
+26 (+30 grapple)
CMD
40
Melee
2 claws +18 (2d6+8/19-20 plus grab), bite +18 (2d8+8/19-20)
Ranged
thunderbolt +13 ranged touch (6d6 electricity and 6d6 sonic)
Space
20 ft.
Reach
20 ft.
Aura
storm aura (100 ft.)
str
26
+8
dex
17
+3
con
21
+5
int
12
+1
wis
16
+3
cha
13
+1

Universal Monster Rules

Grab (claws) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.

Feats, Traits & Items

Critical Focus from Feat

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Situational: to confirm critical hits: +4 circumstance attack rolls
Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Improved Critical (claw) from Feat

When using the weapon you selected, your threat range is doubled.

Improved Critical (claw) from Feat

When using the weapon you selected, your threat range is doubled.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Acrobatics +13, Fly +11, Perception +20, Perform (sing) +8, Sense Motive +10

spell-like abilities:
At will—Control Weather
Details
Type
Magical Beast
Alignment
N
Size
Gargantuan
Environment
any hills or mountains
Organization
solitary
Treasure
none
Senses
darkvision 60 ft., low-light vision, stormsight; Perception +20
Aura
storm aura (100 ft.)
Languages
Auran
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
8 House/Core
View references and cross-links for Thunderbird

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