Poor Green Chocobo (3.5e Creature)
From D&D Wiki
Poor Green Chocobo
Click here for a complete list of all things chocobo-related made by this user.
|Poor Green Chocobo|
|Hit Dice:||13d8+39 (97 hp)|
|Speed:||50 ft. (12 squares)|
|Armor Class:||21, touch 14, flat-footed 16|
|Attack:||Claw +12 Melee (1d6+2)|
|Full Attack:|| 1 Beak +12/+7/+2 Melee (1d8+4;19-20/×2) and 2 Claws +7/+7 Melee (1d6+2)|
or Lesser Chocobuckle +10/+10/+10 Melee (2d8+4;19-20/×2)
or Lesser Choco Acid +14 (1d8+4 acid damage)
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Lesser Choco Acid, Lesser Chocobuckle|
|Special Qualities:||Chocobo Jump, Flightless, Low Mountain Climbing, Energy Resistance acid 10, Energy Resistance electricity 10|
|Saves:||Fort +9, Ref +11, Will +5|
|Abilities:||Str 16, Dex 20, Con 16, Int 2, Wis 12, Cha 8|
|Skills:||Listen +11, Spot +11, Jump +16|
|Feats:||Alertness, Improved Initiative, Combat Expertise, Improved Natural Armor, Iron Will|
|Environment:||Mountain regions, forests, and deserts|
|Organization:||Solitary, or Flock (2-8)|
|Treasure:||Normal Coins, No Items, No Goods|
|Advancement:||14-15 HD Large|
|This page needs an image. If you are an artist, or know of any image that would fit this page, please upload a picture and add it.|
A large green foul preens in the grass, standing about eight or nine feet tall. Several others of its kind are around it, eating greens and nuts. Its long hard-scaled, three-toed legs make up a good portion of its height, the rest is feathery torso, wings, neck and head. It is almost entirely green, from its eyes to its tail feathers; even its scaly legs and hard, sharp beak are tinted a green.
Chocobos avoid combat, often being captured when they are fed greens. Their wings are vestigial, serving no purpose but to assist in balance and jumping. Chocobos are masters of terrain, running over anything but water and mountains.
While chocobos tend to be peaceful, they will defend themselves violently if they feel threatened, lashing out with beak and claw. Generally, a chocobo will attack with one of its claws and run for safety, but if it sustains a large amount of injury, they will use their Chcobuckle ability, then run. Again, a chocobo's first instinct in combat is to run. In combat with allies, a chocobo will heal the better attackers to it does not have to engage in combat itself.
- Lesser Choco Acid (Ex)
Flapping its wings furiously to work the muscles around its stomach and esophagus, a green chocobo can belch a large, viscous glob of stomach acid, dealing acid damage to the target of its ranged touch attack. This is a full attack action that provokes attacks of opportunity. This attack deals 1d8 plus one-third the chocobo's HD in acid damage on a successful hit. A green chocobo is unharmed by its own Choco Acid.
- Lesser Chocobuckle (Ex)
When a chocobo feels threatened for its life, it will lash out viciously in a flurry of attacks. It takes a -2 penalty on all attacks that round and uses a full attack action to attack a number of times equal to the number of attacks allowed by its base attack bonus, but all of those attack are at full attack bonus (including the -2 penalty). These attacks may use any combination of claws and beak and all deal 1d8 damage plus one and a half times the chocobo's strength. It usually uses its next turn to run from battle.
- Chocobo Jump (Ex)
Chocobo's are great at jumping, using their strong legs and wings to optimal effect. Because of this, chocobos gain a bonus on jump checks equal to one third of their HD.
- Flightless (Ex)
A chocobo cannot fly, despite its wings. They serve only to assist in balance while running and support while jumping.
- Low Mountain Climbing (Ex)
Green chocobo have the astounding ability to run circles around mountains, scaling and crossing mountains and mountain ranges in anywhere from mere hours to a day or two. Instead of making a climb check, a running chocobo may simply run up most surface that would need to be climbed otherwise. Their feet have become powerful at gripping jagged rocks and gravel. They may only climb upward a vertical distance of 50 ft. with each move action, and they must begin and end each move action on a flat surface.