Yellow Cavalry Chocobo (3.5e Creature)

From D&D Wiki

Jump to: navigation, search
Riding Cavalry Chocobo
Size/Type: Large Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 16, touch 12, flat-footed 13
Base Attack/Grapple: +3/+8
Attack: Beak +6 melee (1d8+1)
Full Attack: Beak +6 melee (1d8+1) and 2 Claws -1 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Chocobo Jump, Chocobo Run, Flightless, Low-light vision
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 13, Dex 16, Con 15, Int 2, Wis 14, Cha 8
Skills: Listen +8, Spot +7, Jump +4
Feats: Endurance, Alertness
Environment: Grasslands
Organization: Solitary, or Flock (2-8)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement:
Level Adjustment:
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.

More information...

This large fowl is of a drab unremarkable color. It and a few others like it preen themselves in the grass. Upon seeing you they stare at you blankly for a split second, then run away at a remarkable speed.

These are weak chocobo, made only for use as mounts of exceptional agility. They run from any encounter unless they are offered greens, which must be presented in an open palm to the chocobo. If cornered, a chocobo will attempt to peck and claw its way out.

Riding chocobos cannot take the Wonderful Chocobo creature template.

Combat[edit]

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. Chocobos may use their Dexterity modifier on jump checks instead of Strength.

Chocobo Run (Ex)

A chocobo is treated as having the Run feat. Chocobo's strong, tough legs, and gripping, scaled feet are prefect for traveling. A chocobo can travel without penalty over any solid, non-damaging surface without needing to make a balance or tumble check. Also, a Chocobo can sprint for short periods of time. It may move at twice its base land speed for one round every five minutes. This stacks with the effect of the Run feat, allowing a chocobo to move 480 feet in a single round.

Pack Animal (Ex)

A chocobo can carry huge quantities when trained properly. For the purposes of carrying capacity they are treated as being a quadruped rather than a biped, making their light load 150 lbs or less, a medium load 151 to 300 lbs, and a heavy load 301 to 450 lbs. This does not affect their strength score or modifier, the kind of armor they can wear and the effects of that armor, or their effective size category in any way.

Flightless (Ex)

A chocobo cannot fly, despite its wings. They serve only to assist in balance while running and support while jumping.

Low-light vision (Ex)

In shadowy or bright illumination, a chocobo can see twice as far as a normal human.

FairUse.png
The following content may resemble or exist as derivative content based on the {{{franchise}}} franchise, and/or be directly affiliated with, or owned by, {{{owner}}}. This submission to D&D Wiki neither claims nor implies any rights to {{{franchise}}} copyrights, trademarks or logos owned by {{{owner}}}. Furthermore, the following content is believed to fall under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law.
Copyright.png



Back to Main Page3.5e HomebrewCreaturesCR 2

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors