Thunderbird

A Summoned Monster's page

36 posts. Alias of Hawthwile.


Race

| HP 17 | AC 17 Touch 14 FF 14 | F: +6, R: +6, W: +0 | Perc: +4, Darkvision

Classes/Levels

| Fly 100 ft | Active conditions:

Gender

Augmented Small Air Elemental

About A Summoned Monster

Small Air Elemental

Leopard

Celestial Dire Rat

Small Earth Elemental

Celestial Poisonous Frog

Celestial Pony:
CG Medium Animal
Init +1; Senses Perception +5, Sense Motive +0, (Darkvision 60 ft, Scent)
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DEFENCE
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AC 11, touch 11, flat-footed 10 (+1 dex)
hp 13
Fort +5, Ref +4, Will +0
Resist Acid 5, Cold 5, Electricity 5
Spell Resistance 5
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OFFENSE
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Speed 40 ft

Melee 2 Hooves -3 (1d3)
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STATISTICS
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs trip)
Feats Endurance, Run
Skills
Perception +5

Languages Common (Taldane)

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SPECIAL ABILITIES
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Smite Evil: 1/day as a swift action, the creature adds its Cha bonus to attack rolls and a damage bonus equal to its HD against evil foes. The smite persists until the target is dead or the celestial creature rests.

Celestial Dog:
CG Small Animal
Init +1; Senses Perception +8, Sense Motive +1, (Darkvision 60 ft)
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DEFENCE
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AC 13, touch 12, flat-footed 12 (+1 dex, +1 natural, +1 size)
hp 6
Fort +4, Ref +3, Will +1
Resist Acid 5, Cold 5, Electricity 5
Spell Resistance 5
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OFFENSE
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Speed 40 ft

Melee Bite +2 (1d4+1(+1))
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STATISTICS
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Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs trip)
Feats Weapon Finesse
Skills
Acrobatics +1 (+9 to jump)
Perception +8
Survival +1 (+5 to track via scent)

Languages Common (Taldane)

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SPECIAL ABILITIES
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Smite Evil: 1/day as a swift action, the creature adds its Cha bonus to attack rolls and a damage bonus equal to its HD against evil foes. The smite persists until the target is dead or the celestial creature rests.

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FEATS
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Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.

Medium Air Elemental:
N Medium Outsider
Init +2; Senses Perception +9, Sense Motive +1, (Blind-sight 120 ft, Darkvision 60 ft, Low-light Vision)
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DEFENCE
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AC 19, touch 16, flat-footed 13 (+5 dex, +1 dodge, +3 natural)
hp 30
Fort +6, Ref +9, Will +1
Immune elemental traits
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OFFENSE
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Speed fly 100 ft (perfect)

Melee Slam +9 (1d6+3)

Special Whirlwind (Reflex 14)
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STATISTICS
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Str 14, Dex 21, Con 14, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +6; CMD 22
Feats Dodge, Flyby Attack, Improved Initiative, Weapon Finesse
Skills
Acrobatics +11
Escape Artist +9
Fly +17
Knowledge (planes) +1
Perception +7
Stealth +10

Languages Auran

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SPECIAL ABILITIES
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Air Mastery: Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Whirlwind: Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.

The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.

The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.

Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster’s slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster’s HD + the monster’s Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature’s slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round.

A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.

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FEATS
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Dodge: You gain a +1 dodge bonus to AC.

Flyby Attack: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Improved Initiative: You gain a +4 bonus to initiative checks.

Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.

Celestial Dolphin:
CG Medium Animal
Init +2; Senses Perception +9, Sense Motive +1, (Blind-sight 120 ft, Darkvision 60 ft, Low-light Vision)
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DEFENCE
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AC 13, touch 12, flat-footed 11 (+2 dex, +1 natural)
hp 11
Fort +4, Ref +5, Will +1
Resist Acid 5, Cold 5, Electricity 5
Spell Resistance 5
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OFFENSE
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Speed swim 80 ft

Melee Slam +3 (1d4+1)
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STATISTICS
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Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +2; CMD 14
Feats Weapon Finesse
Skills
Perception +9
Swim +13

Languages Common (Taldane)

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SPECIAL ABILITIES
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Smite Evil: 1/day as a swift action, the creature adds its Cha bonus to attack rolls and a damage bonus equal to its HD against evil foes. The smite persists until the target is dead or the celestial creature rests.

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FEATS
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Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.

Eagle:
N Small Animal
Init +2; Senses Perception +10, Sense Motive +2
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DEFENCE
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AC 14, touch 13, flat-footed 12 (+2 dex, +1 natural, +1 size)
hp 5
Fort +3, Ref +4, Will +2
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OFFENSE
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Speed 10 ft, fly 80 ft

Melee 2 Claw +3 (1d4)
Bite +3 (1d4)
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STATISTICS
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Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1; CMD 11
Feats Weapon Finesse
Skills
Fly +8
Perception +10

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FEATS
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Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.

Celestial Eagle:
CG Small Animal
Init +2; Senses Perception +10, Sense Motive +2, (Darkvision 60 ft)
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DEFENCE
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AC 14, touch 13, flat-footed 12 (+2 dex, +1 natural, +1 size)
hp 5
Fort +3, Ref +4, Will +2
Resist Acid 5, Cold 5, Electricity 5
Spell Resistance 5
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OFFENSE
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Speed 10 ft, fly 80 ft

Melee 2 Claw +3 (1d4 (+1))
Bite +3 (1d4 (+1))
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STATISTICS
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Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1; CMD 11
Feats Weapon Finesse
Skills
Fly +8
Perception +10

Languages Common (Taldane)

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SPECIAL ABILITIES
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Smite Evil: 1/day as a swift action, the creature adds its Cha bonus to attack rolls and a damage bonus equal to its HD against evil foes. The smite persists until the target is dead or the celestial creature rests.

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FEATS
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Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.