Flightless: The Chocobo have triple jump distance, being able to long jump 25 Feet and high jump 10 Feet up
Pounce: If the Chocobo moves at least 20 feet straight toward a creature and then hits it with a kick attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone If the target is prone it may make a bonus claw or beak attack.
Bird Brain: as this Chocobo is untrained the owner must make an animal handling check when attempting to give it orders. the difficulty of the check depends on the following table.
0-2 hours DC 15
3-4 hours DC 14
5-7 hours DC 13
8 + the Chocobo becomes a trained Chocobo
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Kick. Melee Weapon Attack: +2 to hit, reach 5 ft, one target Hit: 9 (2d6 + 2) Bludgeoning damage.
Fight or Flight: if the Chocobo is attacked, cought in a trap or some how wounded and the owner is within 15ft the owner may make an Animal Handling check as listed in the bird brain trait. if the check fails the Chocobo will run for the nearest cover, if the check succeeds the Chocobo remains calm and gets +1 to its next to hit roll or saving throw roll.
Description
they are the avian creatures used by humans as mounts or forms of transportation in traveling around the world. Chocobo serves not only as mounts but also as traveling companions or pets that can fight alongside their masters. Generally, Chocobo are described as birds with yellow to orange-colored feathers, three-toed feet, large wings, and elongated necks. with some training they can be barded and hold kits to suit different adventure requirements including gas masks.
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