Keen Sight. The Chocobo (Silver) has advantage on Wisdom (Perception) checks that rely on sight.
Agile Runner. The Chocobo (Silver) doesn't provoke opportunity attacks when it walks or runs out of a creature's reach.
Lucky (1/day). When the Chocobo (Silver) rolls a 1 on the d20 for an attack roll, ability check, or saving throw, it can reroll the die and must use the new roll.
Beak. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8+4) piercing damage.
Choco Thunder. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 14 (2d10+4) lightning damage. On a hit, target must make a DC 14 Dexterity saving throw. On a failure, a creature is Paralyzed until the start of its next turn.
Choco Haste. The Chocobo (Silver) makes a quick chirp, hastening an ally it can see within 30 feet of it. Until the start of the Chocobo (Silver)'s next turn, the target's speed is doubled, it gains a +2 bonus to AC and Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
If the creature attempts to cast a spell with a casting time of 1 action, the Chocobo (Silver) rolls a d20. On an 16 or higher, the spell is considered Quickened as if by a Sorcerer's Quickening Metamagic, and the creature can cast the spell as a bonus action.
In addition, the creature gains a +3 to initiative rolls and if it has already rolled, the roll is changed to three higher than it originally was. If this change would cause the creature to miss their turn in the round Choco Haste is used, they instead take their turn immediately after the Chocobo (Silver) for the round.
Choco Slow. The Chocobo (Silver) makes a sluggish chirp, slowing a creature it can see within 60 feet of it. The target must make a DC 14 Intelligence saving throw. On a failure, the creature's speed is reduced to half, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions until the start of the Chocobo (Silver)'s next turn. On the creature's turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, the Chocobo (Silver) rolls a d20. On an 16 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
In addition, the creature suffers -3 to initiative rolls and if it has already rolled, the roll is changed to three less than it originally was. If this change would cause the creature to get a second turn in the round the spell is cast, the creature takes no action and is Paralyzed until the start of its next turn.
Skirmisher. When a hostile enemy ends it's turn within 5 feet of the Chocobo (Silver), it can move up to half its movement speed without provoking opportunity attacks.
Description
Chocobos are normally between 8 to 9 feet tall and weigh about 400 lbs. Chocobos are easily trained as mounts and are used similarly to heavy warhorses. They are omnivores but prefer to eat greens and nuts. Their wings are vestigial, serving no purpose but to assist in balance and jumping. Chocobos are masters of terrain, able to easily run over anything except water and mountains.
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