Chocobo


Large Beast

Hit Dice: 2d10-1 (11)

Initiative: +5 (+3 dex, +2 natural)

Speed: 50 ft.

AC: 14 (-1 size, +3 dex, +2 natural)

Attacks: 2-claws +5 melee, peck +0 melee

Damage: Claw ld4+3, peck ld6+3

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Improved Grab, Trample (if at least 8 hit die in size)

Special Qualities: Low-Light Vision, Darkvision 60 ft.

Saves: Fort -1, Ref+3, Will -1

Abilities: Sir 13, Dex 17, Con 9, Int 3, Wis 8, Cha 10

Skills: Listen +2, Move Silently +6 (+2 while running), Search +2, Spot +2

Feats: Weapon finesse (claw, peck)

Climate/Terrain: Any land

Organization: solitary, pair, or flock (4-15)

Challenge Rating: 1

Treasure: None

Alignment: Always neutral

Advancement: By creature type

Chocobos are large bird-like beasts, a little larger than a Human is. They are yellow in color with razor sharp beaks and long claws on their feet. Their wings are much like an ostrich and are too weak for flying. These birds are fairly easy to tame, and are often used as warrior-mounts. They are usually very friendly, but tend to be wary of strangers.

COMBAT

Chocobos use their great speed to their advantage. They will start off by charging at their foes and pecking at them. When forced into close quarters combat, they peck and kick with both their feet.

TRAINING A CHOCOBO

Training a Chocobo as a mount requires a Handle Animal check (DC 15 for a young creature or DC 20 for an adult) and that the creature be willing. Chocobo eggs are worth 1,500 gp apiece on the open market, while clucks are worth 3,000 gp each. Professional trainers charge 750 gp to rear or train a Chocobo. A Chocobo can fight while carrying a rider, but the rider cannot also attack unless he succeeds at a Ride check.

Carrying Capacity: A light load for a Chocobo is up to 200 pounds; a medium load, 201-400 pounds; a large load, 401-600 pounds.

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