DnDChick
Demon Queen of Templates
Here are some more "cryptids"...legendary and mysterious monsters from our own Earth!
THUNDERBIRD
Large Animal
Hit Dice: 4d8+4 (22 hp)
Initiative: +2 (Dex)
Speed: 30 ft., 60 ft. fly (poor)
AC: 14 (-1 size, +3 Dex, +2 natural)
Attacks: 2 Claws +3 melee, bite +3 melee
Damage: Claw 1d6+1, bite 1d8
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Snatch
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 12, Dex 15, Con 12, Int 2, Wis 11, Cha 3
Skills: Spot +6
Climate/Terrain: Any temperate land
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8HD (Large), 9-12HD (Huge)
The thunderbird, or giant condor, is a large species of vulture-like bird that gets its name from its habit of taking to the air during powerful thunderstorms. Riding the winds with their massive wings spread wide, thunderbirds are thought by some cultures to be the heralds of the gods themselves. Others think they have some control over the storms, but this is not the case. Extremely rare, thunderbirds are simply an unusually large species of carrion bird.
COMBAT
Thunderbirds are carrion-feeders, and normally pay no attention to any creature not already in an advanced state of decay. When very hungry, a thunderbird will attack any prey smaller than itself.
Snatch (Ex): A thunderbird that hits a creature of at least Diminutive size, but no larger than Small, with both claw attacks attempts to start a grapple as a free action without provoking an attack of opportunity. If the thunderbird gets a hold, it can fly off with its prey and automatically make a bite attack each round in lieu of a claw attack. It can drop a snatched creature as a free action, or use a standard action to fling it aside.
A flung creature travels 10 feet and takes 1d6 points of damage. If the thunderbird flings it while flying, the creature suffers this amount of damage or falling damage, whichever is greater.
MAGICAL VARIANT
The magical variant of the thunderbird assumes that the legends regarding these creatures as being the bringers of thunder and lightning are true.
THUNDERBIRD
Large Magical Beast
Hit Dice: 4d10+4 (26 hp)
Initiative: +2 (Dex)
Speed: 30 ft., 60 ft. fly (poor)
AC: 14 (-1 size, +3 Dex, +2 natural)
Attacks: 2 Claws +4 melee, bite +4 melee
Damage: Claw 1d6+1, bite 1d8
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Snatch, lightning, master of winds, storm’s herald
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 12, Dex 15, Con 12, Int 2, Wis 11, Cha 3
Skills: Spot +8
Feats: Alertness
Climate/Terrain: Any temperate land
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 5-8HD (Large), 9-12HD (Huge)
COMBAT
As above, plus the following:
Lightning (Su): Once every 1d6 rounds, as lightning bolt cast by a 4th level sorcerer; 4d6 damage, Reflex save DC 13 for half.
Master of Winds (Su): 3/day—gust of wind or wind wall; as cast by a 4th level sorcerer.
Storm’s Herald (Su): 1/month—control weather; as cast by an 8th level sorcerer.
THUNDERBIRD
THUNDERBIRD
Large Animal
Hit Dice: 4d8+4 (22 hp)
Initiative: +2 (Dex)
Speed: 30 ft., 60 ft. fly (poor)
AC: 14 (-1 size, +3 Dex, +2 natural)
Attacks: 2 Claws +3 melee, bite +3 melee
Damage: Claw 1d6+1, bite 1d8
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Snatch
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 12, Dex 15, Con 12, Int 2, Wis 11, Cha 3
Skills: Spot +6
Climate/Terrain: Any temperate land
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8HD (Large), 9-12HD (Huge)
The thunderbird, or giant condor, is a large species of vulture-like bird that gets its name from its habit of taking to the air during powerful thunderstorms. Riding the winds with their massive wings spread wide, thunderbirds are thought by some cultures to be the heralds of the gods themselves. Others think they have some control over the storms, but this is not the case. Extremely rare, thunderbirds are simply an unusually large species of carrion bird.
COMBAT
Thunderbirds are carrion-feeders, and normally pay no attention to any creature not already in an advanced state of decay. When very hungry, a thunderbird will attack any prey smaller than itself.
Snatch (Ex): A thunderbird that hits a creature of at least Diminutive size, but no larger than Small, with both claw attacks attempts to start a grapple as a free action without provoking an attack of opportunity. If the thunderbird gets a hold, it can fly off with its prey and automatically make a bite attack each round in lieu of a claw attack. It can drop a snatched creature as a free action, or use a standard action to fling it aside.
A flung creature travels 10 feet and takes 1d6 points of damage. If the thunderbird flings it while flying, the creature suffers this amount of damage or falling damage, whichever is greater.
MAGICAL VARIANT
The magical variant of the thunderbird assumes that the legends regarding these creatures as being the bringers of thunder and lightning are true.
THUNDERBIRD
Large Magical Beast
Hit Dice: 4d10+4 (26 hp)
Initiative: +2 (Dex)
Speed: 30 ft., 60 ft. fly (poor)
AC: 14 (-1 size, +3 Dex, +2 natural)
Attacks: 2 Claws +4 melee, bite +4 melee
Damage: Claw 1d6+1, bite 1d8
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Snatch, lightning, master of winds, storm’s herald
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 12, Dex 15, Con 12, Int 2, Wis 11, Cha 3
Skills: Spot +8
Feats: Alertness
Climate/Terrain: Any temperate land
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 5-8HD (Large), 9-12HD (Huge)
COMBAT
As above, plus the following:
Lightning (Su): Once every 1d6 rounds, as lightning bolt cast by a 4th level sorcerer; 4d6 damage, Reflex save DC 13 for half.
Master of Winds (Su): 3/day—gust of wind or wind wall; as cast by a 4th level sorcerer.
Storm’s Herald (Su): 1/month—control weather; as cast by an 8th level sorcerer.
THUNDERBIRD
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