Keen Sight. The Chocobo (Gold) has advantage on Wisdom (Perception) checks that rely on sight.
Alert. The Chocobo (Gold) has advantage on initiative rolls. In addition, it cannot be surprised, provided it isn’t incapacitated.
Golden Mind. The Chocobo (Gold) has advantage on saving throws against being Charmed or Frightened and against magical effects that influence the mind.
Magic Resistance. The Chocobo (Gold) has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Chocobo (Gold)'s weapon attacks count as magical for the purpose of overcoming resistance and immunity.
Pack Determination. The Chocobo (Gold) has advantage on Wisdom saving throws if a friendly creature is within 5 feet of it.
Untouchable. The Chocobo (Gold) doesn't provoke opportunity attacks when it moves out of a creature's reach.
Multiattack. The Chocobo (Gold) can make two attacks.
Beak. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (2d12+4) piercing damage.
Choco Fire. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 14 (2d10+4) fire damage. On a hit, target must make a DC 14 Dexterity saving throw. On a failure, a creature is set Ablaze until the end of its next turn.
Choco Life (1/week). The Chocobo (Gold) can make a reviving chirp, bringing a creature back from death. The Chocobo (Gold) chooses a creature it can see within 15 feet of it that has died within the last minute.
The chosen creature is revived from the dead with half of its maximum hit points, rounded down. Any conditions or diseases the creature was suffering are cured and all mortal wounds are closed, but missing body parts are not restored. However, this ability has no affect on a creature that has died of old age.
A creature revived in this way doesn't regain any expended spell slots or abilities. Also, they are unattuned to any attuned magic items as the attunement broke when their essence left their body.
Choco Cure. The Chocobo (Gold) chirps a melodic tone, reinvigorating one of its allies. The Chocobo (Gold) chooses one friendly creature it can see within 60 feet of it, that creature regains 10 (1d12+4) hit points.
Choco Esuna. The Chocobo (Gold) makes a soothing chirp, rejuvenating an ally within 60 feet of it. The chosen creature is cured of all conditions or diseases effecting it.
Choco Rally. The Chocobo (Gold) emits a beckoning chirp, calling nearby Chocobo to its aid. At the start of its next turn, 4 (1d4+2) Chocobo appear. The type of Chocobo that appear is dependent on the Chocobo (Gold)'s current location.
Choco Reflect. The Chocobo (Gold) makes an echoing chirp, reflecting ranged attacks back at the attacker. When the Chocobo (Gold) or an ally creature it can see within 30 feet is targeted by a ranged attack, the Chocobo (Gold) shield a creature from the attack. The creature takes half damage and the attack is reflected back at the attacker. If the original attack roll would hit the attacking creature, the attacking creature is hit and takes damage as if they were the original target.
Skirmisher. When a hostile enemy ends it's turn within 5 feet of the Chocobo (Gold), 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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