(Another) Thunderbird (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Piuro

03-07-06, 08:37 AM
_____________Thunderbird
Huge Magical Beast
Hit Dice: 20d10+100 (195)
Initiative: +17
Speed: 15 ft., fly 200 ft. (good)
AC: 35 (-2 size, +5 natural, +10 insight, +12 DEX)
Attacks: 2 Claws +30 Melee, or bite +30
Damage: Claw 1d8+10/16-20 plus 1d6 electricity, Bite 2d6+10 plus 1d6 electricity
Special Attacks: Thundering Shriek, Spell-like abilities
Special Qualities: Darkvision 120 ft., DR 10/-, Low-light vision, SR 30, Thunderwalk, Uncanny Dodge, Dying Curse, Transfer Life, Electricity Immunity, Sonic Resistance 10 (B) Flyby Attack
Saves: Fort:17 Ref:26 Will:10
Abilities: 30, 34, 20, 12, 18, 16
Skills:
Feats: Improved Initiative, Lighting Reflexes, Dodge, Mobility, Track, Improved Flyby Attack, Improved Critical [Claw]

Climate/Terrain: Mountain Peaks
Organization: Solitary (Always)
Challenge Rating:
Treasure: Special (see below)
Advancement:
Alignment: Always Chaotic Good

Thundering Shriek: Once every 1d6+1 rounds, a Thunderbird can let out a shriek that deafens any opponent. A DC 20 will save prevents this from being permanent, otherwise it lasts 1d10 days.

Dying Curse: As a rare creature invested in the powers of good, killing one is a grave sin. Even if the Thunderbird is acting under a compulsion, killing it constitutes as an evil act that bares a scar on ones soul. Any non-evil creature instantly senses this, causing them to perceive you with a sort of repulsion. In addition, any spell that affects evil creatures affects you as well. This curse can only be removed by receiving forgiveness from another thunderbird of equal or greater age.

Transfer Life: As a full round action, a Thunderbird can transfer its own life force to that of a dead creature. This functions as a True Resurrection spell (CL 20), but kills the Thunderbird in the process. This ability is rarely used, and it is almost always reserved for people important to the Thunderbird, though others are rarely able to guess who this could be, from an old friend, to a child who showed a moment of kindness to it.

Thunderwalk: At will, a Thunderbird can use the spell Thunderwalk (CL 20), It does not tire from this, and there is no duration limit. It may bring any passengers it has while traveling this way.

Spell-like abilities: At will: Whispering Wind, Lightning Bolt, Fire Shield*, Dream, Chain Lightning 3/day: Remove Curse, Shout, Break Enchantment 1/day: Control Weather, Foresight, Wail of the Banshee

*This spell uses electric energy as opposed to fire

Notes:
I know that the thunderbird exists in both Sandstorm and the D20 Menace Manual, but neither of those reflect the awesome might of a true mythological creature. Don't worry about the tresure or the Tunderwalk spell (A mildly better Shadow Walk).

They are eventually going to have an age progression, like a dragon. Think of this as an "Old" version. I need definate help with the CR, as well as balanceing. (Obviously)

Any ideas?
Piuro

03-07-06, 11:36 PM
:bump: Or should I assume this is perfect?
Athanatos

03-07-06, 11:51 PM
1) 20 * 5.5 + 100 = 210 HP.
2) Initiative Bonus is +16, with 12 coming from Dex and 4 from the feat.
3) Eh, good maneuverability seems dodgy, but not enough so to warrant immediate change.
4) Monsters don't have things like Insight AC bonuses out of nowhere. Tell us from what special quality such a bonus stems.
5) You probably want to list BAB and Grapple.
6) Attack Bonus should be +28 (+20 BAB, -2 size, +10 Str). I assume you tried to give it Dex bonus to attack, but without Weapon Finesse that's a no-go.
7) Okay, so you've got an Improved Critical feat on the claw. I have no idea how that gets it 16-20 (especially since that's a range of 5, and 5 is a prime number). With just Improved Critical, it has 19-20. If you want some more extreme stuff (but within reason, 17-20 is the farthest you should go), give it the Augmented Critical special quality and swap out the Improved Critical feat (replacing it with, say, the Weapon Finesse you seemingly wanted).
8) I also question a 2d6 bite attack on a bird. I know that bite attacks are usually one damage category higher than claw attacks, but this is a BIRD.
9) No save to avoid deafening? Ouch, that seems a bit harsh. I'd reccomend one save to prevent the initial deafening (DC should be 25, by the way, as 10 + Half HD + Con Bonus = 25) and an additional save of perhaps lower DC at the end of the effect's duration. If they fail that one, it's permanent.
10) I assume caster level on the Spell-Like abilities is 20? And an at-will Lightning Bolt for a flying creature seems iffy. Why ever engage in melee when you can pepper them for 10d6 every round, allowing only a reflex save?

There's other concerns, particularly with some of the special abilities and the lack of skills, and hopefully I'll get around to addressing those later.
Piuro

03-08-06, 12:31 AM
Yes, I had finnesse on it at first. I agree with you on the deafening, and I really should set the lighning bolt as a breath weapon ones every 1d4+1 rounds. It's ment to be a b*tch to fight, since they're mildly more powerfull then dragons of their age category, ment to be used as an ally rather then an enemy.

Thats some great advice though. Any suggestions on the lightning bolt?

Though one of the big things I have is i'd like to tone it down and make it a little simpler, not so annoying to use.

Edit: Though I should say this; I have to agree with you, Athanatos.
Piuro

03-09-06, 03:04 AM
_____________Thunderbird
Huge Magical Beast
Hit Dice: 20d10+100 (210)
Initiative: +16
Speed: 15 ft., fly 200 ft. (Average)
AC: 35 (-2 size, +5 natural, +10 insight, +12 DEX)
BAB/Grapple: +20 / +25
Attacks: 2 Claws +30 Melee, or bite +28
Damage: Claw 1d8+10/17-20 plus 1d6 electricity, Bite 2d6+10/x2 plus 1d6 electricity
Special Attacks: Thundering Shriek, Breath Weapon, Spell-like abilities
Special Qualities: Darkvision 120 ft., DR 10/adamantine, Low-light vision, SR 30, Thunderwalk, Uncanny Dodge, Dying Curse, Transfer Life, Electricity Immunity, Sonic Resistance 10, Augmented Critical, (B) Flyby Attack
Saves: Fort:17 Ref:26 Will:10
Abilities: 30, 34, 20, 12, 18, 16
Skills:
Feats: Improved Initiative, Lighting Reflexes, Dodge, Mobility, Track, Improved Flyby Attack, Weapon Finesse [Claw]

Climate/Terrain: Dry Mountains
Organization: Solitary (Always)
Challenge Rating:
Treasure: Special (see below)
Advancement:
Alignment: Always Chaotic Good

Thundering Shriek: Once every 1d6+1 rounds, a Thunderbird can let out a shriek that can deafen any opponent. A DC 25 fortitude sae prevents this, but if you fail you are deafened for 1D4 hours, you must make an immediate DC20 fortitude save, or this deafness is permanent.

Breath Weapon: Once every 1d6+1 rounds, a thunderbird may unleash a raging storm from within itself, this functions as the spell Lightning Bolt at caster level 20.

Dying Curse: As a rare creature invested in the powers of good, killing one is a grave sin. Even if the Thunderbird is acting under a compulsion, killing it constitutes as an evil act that bares a scar on ones soul. Any non-evil creature instantly senses this, causing them to perceive you with a sort of repulsion. In addition, any spell that affects evil creatures affects you as well. This curse can only be removed by receiving forgiveness from another thunderbird of equal or greater age.

Transfer Life: As a full round action, a Thunderbird can transfer its own life force to that of a dead creature. This functions as a True Resurrection spell (CL 20), but kills the Thunderbird in the process. This ability is rarely used, and it is almost always reserved for people important to the Thunderbird, though others are rarely able to guess who this could be, from an old friend, to a child who showed a moment of kindness to it. If a Thunderbird uses this ability, it cannot be brought back to life by any means.

Thunderwalk: At will, a Thunderbird can use the spell Thunderwalk (CL 20), It does not tire from this, and there is no duration limit. It may bring any passengers it has while traveling this way.

Spell-like abilities: 3/day: Chain Lightning, Shout, 1/day: Whispering Wind, Control Weather, Remove Curse, Break Enchantment (All at CL20)

----

Edits in red. This verson is mostly based off the mythological Thunderbird, hence the curse-removal stuff.

I need help on the CR still, I also need to justify a +10 to AC (the insight), otherwise it will be far too weak for the HD.

Things im thinking for the advancement tables: AC bonus is HD/2, SR is HD+10, CL is HD (as Dragon) Any other suggestions?
Piuro

03-09-06, 08:42 PM
:bump: :censored: I updated it! Read up one post!