Medium Beast, Chaotic Good
Armor Class 12
Hit Points 65 (10d8 + 20)
Speed 80 ft., Walk 50 ft., Climb 40 ft., Swim 40 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +4, CHA +5
Damage Resistances Cold, Force
Senses Passive Perception 13
Languages Common Understood but very rarely spoken
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Bird of burden. The Chocobo is able to carry tremendous amounts of weight on it's back and has a nicely shaped body for strapping a saddle and several bags onto in order to help others get around. They can also be regaled in armor and Bardings.

No Terrain is Hard Terrian. The Chocobo can cross any terrain with ease, land, sleet, snow, swamp, and even in the air, doesn't matter where you're going, they'll get you there.

Chocobo Hot 'n Cold.  When traveling on Chocobo back the player may roll a perception check with advantage using the Chocobo's proficiency bonus modifier to search the landscape by sniffing and scratching. see below for DC ratings and what they equate to.

DC:                         Reward
1-5                         Nothing
6-10                       Potion of Healing
11-15                     Common item (such as weapon or armor)
16-20                     Rare Item (such as weapon or armor)
21+                        Rare Item worth 5000 GP (Gil)

Pack Tactics. The terror bird has advantage on attack rolls against a creature if at least one of the bird’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Passing Bite. Terror birds who move at least 20 feet straight toward a target have advantage on the next attack roll against that target.

Actions

Multiattack. Once per turn the Chocobo can make two attacks with the following, beak, talon, chocobo kick, and body check. 

Beak. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage. The target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) slashing damage at the beginning of its next turn.

Talon. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (3d6+4) slashing damage.

Chocobo Kick: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d6+4) bludgeoning damage.  the target must succeed on a DC 12 Dexterity saving throw or be knocked prone, and sent back 5 ft.

Body Check: Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit 25 (5d6 +6) bludgeoning damage. the target must succeed on a dc 14 Dexterity saving throw or be knocked prone. 

Description

Chocobos are large land oriented avian creatures that have long hard hook like beaks with outer serrations, while initially imposing to look at they are usually very docile and to some degree easily startled creatures. Though they may at first look like carnivores, they are in fact primarily herbivores, with a slight lean in omnivore, usually small rodents, insects, and lizards, though their preferred feed is Gysahl Greens, Silksahl Greens, and various vegetables. Chocobos come in a wide variety of colors such as Blue, Black, White, Brown, Green, Red, Orange, Purple, and all sorts in between, but their most common color of plumage is a Golden Canary Yellow. Chocobo are extremely loyal to their riders once bonded and will aid them in traveling as well as combat and safety. 

Falokar

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