A thunder child is the essence of a summer storm given physical form. On the Elemental Planes of Air, thunder children live and frolic in storm fronts a thousand miles wide. They tend to be short-tempered and impatient, but mentally astute and perceptive. These children are quick to anger and quick to action, but a natural wariness saves them from getting into too much trouble.
The children have a cruel streak, and many enjoy lashing out with lightning without provocation.
A thunder child’s body is the color of clouds heavy and dark with rain, and lightning crackles about its form. When it takes gaseous form, it appears as a lightning-laden storm cloud.
“Thunder child” is an inherited template that can be added to any living corporeal creature (referred to hereafter as the base creature). A thunder child creature uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +2.
Alignment: Any chaotic.
Type: The creature’s type changes to outsider with the appropriate augmented subtype, plus the air, elemental, and extraplanar subtypes if the base creature did not already have them. Do not recalculate base attack bonuses, saves, or skill points.
Senses: A thunder child gains the following:
A thunder child can see through clouds, gases, fogs, mists, and smoke as though they didn’t inhibit vision. Creatures and objects do not gain concealment from a thunder child due to such conditions. A thunder child may use this ability while gaseous.
Aura: A thunder child gains the following aura:
A thunder child emits an aura of electricity that can wound nearby creatures. Any creature within 10 feet of a thunder child must succeed on a Reflex save each round or take 1d6 points of electricity damage. A thunder child can suppress or resume the use of this ability as a free action. The save DC is Constitution-based.
Armor Class: A thunder child gains a +4 dodge bonus to AC.
Hit Dice: Change all of the base creature’s racial HD to d10s.
Speed: Each of the thunder child’s speeds is double the corresponding speed of the base creature.
Special Attacks: A thunder child retains all the base creature’s special attacks and gains those described here.
Once every 1d4 rounds, a thunder child can breathe a 5-foot-wide line of lightning 100 feet long plus 10 feet per 2 HD it possesses. If the thunder child wishes, it may breathe a line half as long but 10 feet wide. Every creature in the area must make a Reflex save or take 1d6 points of electricity damage per 2 HD the thunder child possesses (minimum 1d6). Success halves the damage. The save DC is Constitution-based.
Each of a thunder child’s natural melee attacks and attacks with metallic melee weapons deals +1d6 points of electricity damage.
Spell-like Abilities: A thunder child gains the following spell-like abilities.
Abilities: Dex +4, Int +2, Wis +2.
Languages: If the thunder child can speak, it gains the ability to speak Auran in addition to any other languages the base creature knows.
Special Qualities: A thunder child retains all the base creature’s special qualities and gains those described here.
A thunder child can breathe air even if the base creature breathed only water.
When a thunder child breathes lightning, it may teleport with no chance of error to any location within the area of the lightning attack as a free action. It must make this jump immediately after using its breath weapon.
Environment: Same as the base creature plus Plane of Air.
Advanced Bestiary, Copyright 2014, Green Ronin Publishing, LLC; Author Jeff Hersh, Developer Owen K.C. Stephens