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AFF Chocobo - Need CR check/comments

Brasswatchman

First Post
So I can't help but feel this is a little futile, what with everyone converting so quickly to 4E... but all the same, I could use a CR check on this recent conversion I did. I'd appreciate the help.

CHOCOBO
Large Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +3 (Dex)
Speed: 50 feet (10 squares), hustle 100 feet, run 250 feet.
AC: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12.
Base Attack/Grapple: +2/+8
Attack: Kick +4 melee (1d6+2 slashing)
Full Attack: 2 kicks +4 melee (1d6+2 slashing) and bite -1 melee (1d4+1 piercing)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Low-light vision, detect water.
Saves: Fort +5, Ref +6, Will +3.
Abilities: Str 15 (+2), Dex 16 (+3), Con 14 (+2), Int 3 (-4), Wis 14 (+2), Cha 8 (-1)
Skills: Jump +3 (+7 when running), Listen +3, Spot +5, Survival +3.
Feats: Endurance, Run
Environment: Warm deserts
Organization: Domesticated
Challenge Rating: 1
Alignment: Usually neutral good
Advancement: --
Level Adjustment: --

Chocobos are giant, 8-foot-tall flightless birds from the Great Desert to the north, often seen used as mounts. They are usually covered with bright yellow feathers. While unable to bear as much weight as other pack animals, chocobos are well-known for their friendly personalities and intelligence, roughly equivalent to that of a dog. They are easy to train and are often held to be cleaner (and better smelling) than horses.

COMBAT
Chocobos attack with the sharp claws at the end of their powerful legs. A kick from a chocobo has been known to maim or even kill. Due to the particular structure of their legs, chocobos can only kick forward.

Detect water (Su): As a standard action, a chocobo can attempt to supernaturally detect the existence of water within a 60-foot cone of its location. A chocobo using this ability immediately knows the location, amount and purity of any water within this radius. It will avoid any water sources it knows to be tainted or poisoned. A well-trained chocobo will generally share whatever water it finds with its rider.

CARRYING CAPACITY
A light load for a chocobo is up to 132 lbs.; a medium load, 133-264 lbs.; and a heavy load, 264-400 lbs. A chocobo can drag 2,000 lbs.

CHOCOBOS AS MOUNTS
Chocobos are rarer than horses, and generally cost 250 gp. A chocobo egg costs 200 gp. They are usually not ready to be ridden until age three. Chocobos require exotic saddles in order to ride. They are easily ridden into combat, and can attack while carrying a rider; however, the rider cannot herself attack unless she succeeds on a Ride check. Their generally pleasant personalities make chocobos easy to train; anyone performing a Handle Animal check on a chocobo receives a -2 to their check.
 
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I think that looks pretty good, except that the penalty for Int 3 is -4, not -3. As it's written, I think it's probably a weak CR 2 (it just seems a tiny bit weaker than a hippogriff, for example), but you could probably get away with CR 1 since its special ability isn't particularly combat oriented.
 

freyar said:
I think that looks pretty good, except that the penalty for Int 3 is -4, not -3. As it's written, I think it's probably a weak CR 2 (it just seems a tiny bit weaker than a hippogriff, for example), but you could probably get away with CR 1 since its special ability isn't particularly combat oriented.

Awesome. Thanks! I'll fix the INT mod.
 




Just wanted to let everyone know that I've finally gotten around to putting up the "final" Chocobo at the project website. Planning to post up other things, like the maps I'm making for the GMIM and some items. Would highly appreciate any comments.
 

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