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ThunderbirdCreature 11


UncommonGargantuanAirBeastElectricity
Source Pathfinder Bestiary 2
Perception +22 (darkvision, stormsight)
Languages Common, Sussuran
Skills Acrobatics +22, Athletics +23, Intimidation +20, Nature +20
Str +8, Dex +3, Con +7, Int +3, Wis +5, Cha +3

AC 31; Fort +24; Reflex +20; Will +22;
HP 200
Speed 25 feet (fly 80 feet)
Immunities electricity
Resistances Sonic 10

Beak One Action +24 (+19, +14) to hit (unarmed) 2d6+12 Piercing + 3d6 Electricity
Talon One Action +24 (+20, +16) to hit (agile, unarmed) 2d8+12 Slashing
Thunderbolt One Action +23 (+18, +13) to hit 3d6 Sonic + 3d6 Electricity

Stormsight

Wind, precipitation, and clouds don't impair a thunderbird's vision; it ignores the Concealed condition from storms, mist, precipitation, and the like.

Reactive Shock Reaction (move)

Trigger A creature enters the thunderbird's reach or uses a move action within their reach


Effect A lightning bolt dancing on the thunderbird's body leaps onto the creature, dealing 8d6 electricity damage (DC 30 reflex save).

Storm Aura (air, aura, concentrate, move, primal, water)

100 feet. The thunderbird is surrounded by a cyclone of wind and driving rain. This area is greater difficult terrain for flying creatures, who must successfully Maneuver in Flight (DC 27) or be blown 30 feet away from the thunderbird. Creatures on the ground must succeed at a DC 27 reflex save to perform any move action and are knocked Prone on a critical failure.

The driving rain in the storm aura imposes a -2 circumstance penalty on Perception checks and extinguishes smaller flames.

A thunderbird can deactivate or activate the storm aura as a free action with the concentrate trait.

Lightning Blast Two Actions (primal)

The thunderbird spreads their wings and blasts their foe with thunderous bolts of lightning. Each creature in a 30-foot emanation takes 6d6[electricity],6d6 sonic6d6 electricity damage and 6d6 sonic damage (DC 30 reflex save). The thunderbird can't use Lightning Blast for 1d4 rounds.

Stormflight

A thunderbird can move in wind with ease. They don't treat wind as difficult terrain or need to Maneuver in Flight in high winds.

Thunderstrike

A creature that takes damage from a thunderbird's thunderbolt Strike must succeed at a DC 28 fortitude save or be knocked Prone and Deafened for 1 round.


Rituals

Control Weather


Thunderbirds bring storms on their wings. In times of drought, they are welcomed. Other times, they are offered gifts in hopes they might leave before flooding begins. When angered, they call down hurricanes and lay waste to entire villages, so many settlements conduct extensive rites to appease and honor local thunderbirds.

Thunderbird parents carry their newly hatched offspring to hidden mountaintop nests, where the young are struck by their first bolts of lightning and learn the mysteries of the storm.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Electricity

Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.