I hope you enjoy the donnerkröte, and I'll see you tomorrow for day 28!
(as per previous entries, art is forthcoming, and I shall update this post and create a new post when I receive the art from Hugo)
Donnerkröte
CR 10
XP 9,600
N Huge outsider (air, elemental)
Init +1; Senses darkvision 60 ft., tremorsense
120 ft.; Perception +19
Aura rumbling (DC
21)
DEFENSE
AC 25, touch 9,
flat-footed 24 (+1 Dex, +16 natural, –2 size)
hp 136 (13d10+65)
Fort +11, Ref +9, Will +13
Immune
electricity, elemental traits, sonic; SR
21 (against silence and similar
spells and effects)
OFFENSE
Speed 50 ft., fly
60 ft. (average)
Melee bite +19
(2d8+8 plus grab), slam +19 (3d6+8/19–20 plus 2d6 sonic)
Space 15 ft.; Reach 10 ft.
Special Attacks electrical
shock wave, swallow whole (4d6 sonic damage, AC 18, 13 hp), thundering roar
Spell-Like Abilities
(CL 13th; concentration +15)
1/day—control weather
STATISTICS
Str 27, Dex 12, Con 20, Int 8, Wis 17, Cha 15
Base Atk +13; CMB +23 (+27 grapple); CMD 34 (38 vs. trip)
Feats Critical
Focus, Deafening Critical, Great Fortitude, Improved Critical (slam), Intimidating
Prowess, Iron Will, Power Attack
Skills Acrobatics
+17 (+25 when jumping), Fly +13, Intimidate +26, Perception +19, Survival +19
Languages Auran
ECOLOGY
Environment any land
(primarily among clouds) or Plane of Air
Organization
solitary or din (2–8)
Treasure incidental
SPECIAL ABILITIES
Electrical Shock Wave
(Su) If a spell or effect that deals electricity damage targets a donnerkröte
or a creature within 5 feet of the donnerkröte, or has an area of effect that
includes the donnerkröte, the electricity causes the donnerkröte to generate a
tremendous clap of thunder, dealing sonic damage to all creatures in a 30-foot
radius equal to the electricity damage dealt, knocking them prone, and stunning
them for 1d4 rounds. An affected creature that makes a DC 21 Fortitude save
takes half damage and is not knocked prone and is not stunned. The save DC is
Constitution-based.
Rumbling Aura (Su)
If a creature starts its turn within 10 feet of a donnerkröte, it takes 2d6
points of sonic damage (Fortitude DC 21 negates). The rumbling emanating from
the donnerkröte also disrupts spellcasting; casting within 100 feet of the donnerkröte
requires a concentration check (DC 15 + the level of the spell being cast). All
other concentration checks and Perception checks involving hearing made inside
the aura have their DCs increased by 5. This is a sonic effect. The save DC is
Constitution-based.
Thundering Roar (Su)
As a standard action every 1d4 rounds, a donnerkröte can unleash a booming
roar, dealing 8d8 points of sonic damage to creatures in a 60-foot cone
(Fortitude DC 21 for half). Creatures that take sonic damage must succeed at an
additional DC 21 Fortitude save or become deafened for 1 hour and stunned for
1d6+1 rounds; creatures that succeeded on their first save receive a +4 bonus
on the new save. The save DCs are Constitution-based.
The first time during combat the donnerkröte uses its
thundering roar, it makes a single Intimidate check to demoralize all creatures
within 100 feet that can hear it. This is a sonic effect.
Donnerkröte are unusual air elemental creatures that move among
thunderheads and chase stormy weather. When they cannot find suitable natural
weather, they create their own. They are content to eat birds and other flying
creatures and generally remain at high altitudes, resting among mountain tops
when they tire of soaring among the clouds. While donnerkröte are not dumb creatures,
they have simple needs and avoid contact with other intelligent species, especially
those that keep to the ground. When incited to anger, though, they pursue those
that anger them and go on a destructive spree after they have dispatched their aggravators.
Powerful air elementals and druids focused on the sky and weather ally with donnerkröte
and exploit their ability to use electrical effects as a spark to generate bone-rattling
thunderclaps.
While donnerkröte are at equally at home in the Plane of Air
as they are on the Material Plane, they prefer the relative tranquility of the
Material Plane. They are less likely to run into other creatures (despite the Plane
of Air’s seemingly infinite expanses, space can quickly become crowded) and are
more likely to escape or destroy those that vex them.