ChocoJump. Red chocobos double their jumping distances.
Weak Flyer. A red chocobo cannot fly if it is wearing medium or heavy barding or has more than one rider. It also cannot hover or gain more than 120 feet in altitude on its own.
Multiattack (3/Turn). The chocobo attacks each turn with ChocoMeteor and two ChocoBalls, otherwise it does three ChocoPecks if already engaged with an enemy.
ChocoBall (2 Charges, Recharge 3-6). Ranged Weapon Attack: +9 to hit, reach 30/60 ft., one target. Hit: 30 (7d6 + 5) bludgeoning damage.
ChocoMeteor (3/Short Rest). The chocobo casts Melf's Minute Meteors, creating 8 meteors instead of the default 6.
ChocoPeck. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
ChocoCure (2/Short Rest). The chocobo heals itself or an ally within touch range for 26 (2d10 + 15) hit points.
ChocoDash. If a chocobo is wearing light or no barding and has at most one rider, when it uses Dash its base speed increases by 20 feet. A chocobo can travel at this pace up to 8 hours a day before becoming exhausted.
Description
Red chocobos are exceptionally rare and tend to be loners. More intelligent, they can understand language and have the ability to naturally channel small flaming meteors which they can use at great distance against foes. Some choose not to fly, as most enjoy using their wings to assist in jumping and gliding more than gaining altitude. Even more difficult to capture and train than the other types of chocobo, a red chocobo is almost never seen as a mount or in war - although stories tell of ancient battles where fleets of red chocobo cavalry were used to devastating effect.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/13/2023 9:50:11 PM
|
6
|
0
|
2.1
|
Coming Soon
|
|
|
3/13/2023 10:23:26 PM
|
11
|
0
|
--
|
Coming Soon
|
|
|
3/13/2023 10:27:33 PM
|
8
|
0
|
2.1
|
Coming Soon
|
|
|
3/13/2023 11:55:41 PM
|
34
|
1
|
2.3
|
Coming Soon
|
Comments