Thunder
Medium Outsider (Air) — CR 6
Thunder is a D&D 3.5 monster from —. CR 6, HD 7d8+14 (45 hp).
- Hit Dice
- 7d8+14 (45 hp)
- Initiative
- +3
- Speed
- land 30 ft, 30 ft., fly 30 ft. (perfect)
- Base Attack / Grapple
- +7/+9
- Attack
- Greatsword +9 melee
- Full Attack
- Greatsword +9/+4 melee
- STR
- 15
- DEX
- 17
- CON
- 14
- INT
- 13
- WIS
- 18
- CHA
- 14
- Fort / Ref / Will
- +7 / +10 / +9
- Challenge Rating
- 6
- Alignment
- Usually neutral
- Organization
- Solitary, pair, or group (3-12)
- Treasure
- Standard
- Level Adjustment
- +4
Special Abilities
ElectricityFetishes
Feats
Description
For every one of these four items removed from a thunder's possession (whether stolen, forcibly removed, or willingly given away - a rare occurrence indeed), the thunder gains 1 negative level. A thunder can put its fetishes away in a box or store them in some other manner without losing its powers, since they are still considered to be in its possession. Typically, however, thunders remove their fetishes from their persons only to sleep or for special occasions. Recovery of a missing item immediately negates the penalties associated with its loss.
Air Subtype
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).