Thunder (CR 6)

Medium Outsider (Air)
Alignment: Usually neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft., Listen +9, and Spot +9


AC: 20 (+3 Dex, +2 leather armor, +5 natural), touch 13, flat-footed 17
Hit Dice: 7d8+14 (45 hp)
Fort +7, Ref +10, Will +9
Speed: 30 ft., fly 30 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +7; Grapple +9
Attack: Greatsword +9 melee
Full Attack: Greatsword +9/+4 melee
Damage: Greatsword 2d6+3/19-20 plus 1d6 electricity)
Special Attacks/Actions: Electricity, spell-like abilities
Abilities: Str 15, Dex 17, Con 14, Int 13, Wis 18, Cha 14
Special Qualities: fetishes, immune to electricity, resistance to cold 10 and fire 10
Feats: Ability Focus (call lightning); Flyby Attacks; Lightning Reflexes
Skills: Balance +5, Concentration +7, Craft (any one) +6, Jump +4, Knowledge (nature) +6, Knowledge (religion) +3, Listen +9, Move Silently +8, Perform (percussion instruments) +6, Search +6, Sense Motive +g, Spot +9, Survival +6 (+8 following tracks), Swim +7, Tumble +13, and Use Magic Device +12
Advancement: 8-14 HD (Medium)
Climate/Terrain: Any
Organization: Solitary, pair, or group (3-12)
Treasure/Possessions: Standard

Source: Dragon #317

Electricity (Ex): A thunder's body generates so much electricity that its mere touch deals additional electricity damage. Thunders' metallic weapons also conduct this electricity.

Spell-Like Abilities: 1/day - call lightning (DC 15), control water, control weather, control winds (DC 17), ice storm (DC 16). Caster level 10th. The save DCs are Charisma-based.

Fetishes (Su): A thunder has a deep psychological link to its attire - specifically its sword, cloak, boots, and hat. These items are so important to the thunder that they are sometimes referred to as its fetishes. These items have no powers of their own, but a thunder who loses even one of them will go to extreme lengths to recover it because of the strain that losing it puts upon its psyche.

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).