Thunderbird
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)
- Speed
- 30 ft., fly 120 ft. (good)
- Init
- +7
- 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.
- BAB
- +14
- CMB
- +26 (+30 grapple)
- CMD
- 40
- Fort
- +14
- Ref
- +12
- Will
- +9
Critical Focus, Dodge, Improved Critical (claw), Improved Critical (claw), Improved Initiative, Iron Will, Power Attack
<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> 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.</p>
Acrobatics +13, Fly +11, Perception +20, Perform (sing) +8, Sense Motive +10
- 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
- Languages
- Auran
- Source
- Bestiary 2
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Uses feat: Critical Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
-
Knows spell: Control Weather (Spell)House/Core — covered by the site's Section 15.
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