Bonus Content: Chocobo

I originally figured I would save this for the GMIM. Since that’s taking me quite a bit longer than I thought, I’m proud to present, at long last, by popular demand…

CHOCOBO
Large Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +3 (Dex)
Speed: 50 feet (10 squares), hustle 100 feet, run 250 feet.
AC: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12.
Base Attack/Grapple: +2/+8
Attack: Kick +4 melee (1d6+2 slashing)
Full Attack: 2 kicks +4 melee (1d6+2 slashing) and bite -1 melee (1d4+1 piercing)
Space/Reach: 10 ft./5 ft.
Special Attacks: –
Special Qualities: Low-light vision, detect water.
Saves: Fort +5, Ref +6, Will +3.
Abilities: Str 15 (+2), Dex 16 (+3), Con 14 (+2), Int 3 (-4), Wis 14 (+2), Cha 8 (-1)
Skills: Jump +3 (+7 when running), Listen +3, Spot +5, Survival +3.
Feats: Endurance, Run
Environment: Warm deserts
Organization: Domesticated
Challenge Rating: 1
Alignment: Usually neutral good
Advancement: 4-7 HD (Large)
Level Adjustment: –

Chocobos are giant, 8-foot-tall flightless birds from the Great Desert to the north, often seen used as mounts. They are usually covered with bright yellow feathers. While unable to bear as much weight as other pack animals, chocobos are well-known for their friendly personalities and intelligence, roughly equivalent to that of a dog. They are easy to train and are often held to be cleaner (and better smelling) than horses. They are particularly popular as mounts among Kakkarian halflings and the Army of Figaro, where they often serve as light cavalry.

COMBAT

Chocobos attack with the sharp claws at the end of their powerful legs. A kick from a chocobo has been known to maim or even kill. Due to the particular structure of their legs, chocobos can only kick forward.

Detect water (Su): As a standard action, a chocobo can attempt to supernaturally detect the existence of water within a 60-foot cone of its location. A chocobo using this ability immediately knows the location, amount and purity of any water within this radius. It will avoid any water sources it knows to be tainted or poisoned. A well-trained chocobo will generally share whatever water it finds with its rider.

CARRYING CAPACITY

A light load for a chocobo is up to 132 lbs.; a medium load, 133-264 lbs.; and a heavy load, 264-400 lbs. A chocobo can drag 2,000 lbs.

CHOCOBOS AS MOUNTS

Chocobos are rarer than horses, and generally cost 250 gp. A chocobo egg costs 200 gp. They are usually not ready to be ridden until age three. Chocobos require exotic saddles in order to ride. They are easily ridden into combat, and can attack while carrying a rider; however, the rider cannot herself attack unless she succeeds on a Ride check. Their generally pleasant personalities make chocobos easy to train; anyone performing a Handle Animal check on a chocobo receives a -2 to their check.


Posted in Bonus Content, Creatures |

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