Poor White Chocobo (3.5e Creature)
Poor White Chocobo
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Poor White Chocobo | |
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Size/Type: | Large Animal (Earth, Water) |
Hit Dice: | 14d8+42 (105 hp) |
Initiative: | +9 |
Speed: | 50 ft. (10 squares) |
Armor Class: | 21, touch 14, flat-footed 16 |
Base Attack/Grapple: | +10/+17 |
Attack: | Claw +13 Melee (1d6+2) |
Full Attack: | 1 Beak +13/+8/+3 Melee (1d8+4;19-20/×2) and 2 Claws +8/+8 Melee (1d6+2) or Lesser Chocobuckle +11/+11/+11 Melee (2d8+4;19-20/×2) or Lesser Choco Screech +15 (1d8+4 sonic damage) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Lesser Choco Screech, Lesser Chocobuckle |
Special Qualities: | Chocobo Jump, Flightless, Low Mountain Climbing, Shallow Water Walking, Spell Resistance 24 |
Saves: | Fort +10, Ref +12, Will +5 |
Abilities: | Str 16, Dex 20, Con 16, Int 2, Wis 12, Cha 8 |
Skills: | Listen +12, 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) |
Challenge Rating: | 11 |
Treasure: | Normal Coins, No Items, No Goods |
Alignment: | Always Neutral |
Advancement: | 15-16 HD Large |
Level Adjustment: | — |
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A large white 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 white, from its eyes to its tail feathers; even its scaly legs and hard, sharp beak are white.
This particular chocobo is a softer, slower, weaker, dumber member of its species. It is an unfortunate result of its race, as a White Chocobo with the Poor Chocobo inherited template.
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.
Combat
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 Screech (Ex)
Flapping its wings furiously to work the muscles around its vocal chords, a white chocobo can emit a blaring scream, dealing sonic 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 sonic damage on a successful hit. A white chocobo is unharmed by its own Choco Screech. This attack is treated as an exceptional projectile weapon and has a range increment of 10 ft.
- Lesser Choco Cure (Ex)
A chocobo has a special gland that excretes an extremely potent healing balm. It can use this balm on itself as a standard action, tending its own wounds and recovering 2d8+4(one third HD) HP. A chocobo can use this ability on creatures within 5 ft., but it takes a full round action for each creature. Using Choco Cure on itself does not provoke attacks of opportunity, but using it on others does.
- 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)
White chocobo have the astounding ability to run circle 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.
- Shallow Water Walking (Ex)
White chocobo have the amazing ability to run over shallow bodies of water, including rivers, lakes, and water just off the shore. This is due to the adaptation of their bone to become spongy and hollow, while their skin, feathers, and hard legs and beak still protect their body just as well from attacks. Unfortunately, a white chocobo can only run over shallow water, not stand on it; the chocobo must remain moving to not sink.
Shallow water is any water with a depth of 10 ft. or less.
- Spell Resistance (Su)
White chocobos are extremely resilient against magical effects, sometimes simply shrugging off a spell. They have spell resistance equal to 11 plus their HD plus their Wisdom modifier plus their -2 racial penalty.
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