Chocobo

Chocobo, Yellow Chocobo, Green Chocobo, Blue
Large Animal Large Animal Large Animal (Aquatic)
Hit Dice: 2d8+4 (11 hp) 4d8+8 (26 hp) 3d8+6 (19 hp)
Initiative: +2 (Dex) +2 (Dex) +1 (Dex)
Speed: 60 ft. 50 ft., climb 30 ft. 40 ft, swim 30 ft.
AC: 14 (-1 size, +2 Dex, +3 natural) 15 (-1 size, +2 Dex, +4 natural) 13 (-1 size, +1 Dex, +3 natural)
Attacks: Bite +2 melee, claw -3 melee 2 claws +6 melee, bite +1 melee Bite +4 melee, claw -1 melee
Damage: Bite 1d6+1, claw 1d4+1 Claw 1d6+3, bite 1d6+3 Bite 1d6+2, claw 1d4+2
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Abilities:
Special Qualities:
Saves: Fort +2, Ref +5, Will +1 Fort +6, Ref +6, Will +1 Fort +5, Ref +2, Will +3
Abilities: Str 12, Dex 14, Con 14, Int 2, Wis 13, Cha 5 Str 16, Dex 14, Con 15, Int 2, Wis 12, Cha 6 Str 14, Dex 13, Con 14, Int 2, Wis 14, Cha 6
Skills: Listen +5, Spot +7 Climb +8, Listen +6, Spot +7 Listen +5, Spot +7, Swim +8

Climate / Terrain: Grasslands/ light forest Non-arctic mountainous River plains/ marsh
Organization: Flock Family Family
Challenge Rating: 1 2 1
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement:
Chocobo, Black Chocobo, Gold
Large Animal Large Animal
Hit Dice: 3d8+6 (19 hp) 4d8+12 (30 hp)
Initiative: +3 (Dex) +2 (Dex)
Speed: 60 ft., fly 50 ft. (poor) 40 ft., swim 50 ft.
AC: 14 (-1 size, +6 Dex, +2 natural) 14 (-1 size, +2 Dex, +3 natural)
Attacks: 2 claws +4 melee, bite -1 melee Bite +5 melee, claw +0 melee
Damage: Claw 1d6+2, bite 1d6+2 Bite 1d8+2, claw 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Abilities:
Special Qualities:
Saves: Fort +5, Ref +6, Will +3 Fort +7, Ref +6, Will +4
Abilities: Str 14, Dex 16, Con 14, Int 3, Wis 14, Cha 6 Str 15, Dex 15, Con 16, Int 3, Wis 16, Cha 7
Skills: Hide +4, Listen +6, Spot +5 Listen +5, Spot +7, Swim +10

Climate / Terrain: Deep forest/jungle Sub-tropical coast
Organization: Solitary Solitary
Challenge Rating: 3 2
Treasure: None None
Alignment: Always neutral Always neutral
Advancement:

Chocobos are large birds resembling a cross between a sparrow and an ostrich. They are suitable riding beasts and are often domesticated and bred as mounts and beasts of burden in areas where they are common. Chocobos stand between 4' and 5' at the shoulder, with the head noticeably higher. They come in a variety of colors, the most common being a warm orangish yellow. First appearing in SquareSoft's Final Fantasy series, they are an adorable addition to any role-playing campaign.

Yellow Chocobo

Yellow chocobos live in open grasslands and in slightly forested areas, remaining in places where they can see for some distance and make good use of their running speed. Hens lay a single egg in the late winter which hatches in early summer; the chick can walk in a day or so and is full-grown in about a year and a half. Yellow chocobos prefer a diet of grasses and foliage, and will resort to catching small birds and rodents only in hard times.

Yellow chocobos are the most gregarious breed, travelling in groups of moderate size. They are fairly sociable and are the most easily trained of chocobos, and so the most commonly domesticated, and adapt well to being raised among humans. They cannot fight while carrying a rider.

Carrying Capacity: A light load for a yellow chocobo is up to 150 pounds; a medium load, 151-300 pounds; a heavy load, 301-450 pounds. A yellow chocobo can drag 2,250 pounds.

Green (Mountain) Chocobo

Green chocobos live in rough, rocky terrain generally uninhabited by humans. They mate for life, and a group of four green chocobos met in the wild will always be a mated pair, an immature chocobo and a new chick. They are generally irascible in temperament, being almost impossible to tame in adulthood, and their fierce protectiveness towards their young makes this breed the hardest to properly domesticate. Even tame green chocobos will not allow humans near their eggs, although trainers may handle the young after a few days. When tamed, however, their superior surefootedness makes them excellent mounts in rough terrain, and if warhorses are unavailable, green chocobos are the most viable breed for combat riding; they can fight while carrying a rider, although the rider must make a Ride check (DC 10) to attack at the same time.

Green chocobos live on small mountain animals and shrubs, but will bring down a mountain deer or pony in particularly harsh winters.

Carrying Capacity: A light load for a green chocobo is up to 230 pounds; a medium load, 231-460 pounds; a heavy load, 461-690 pounds. A green chocobo can drag 3,450 pounds.

Blue (River) Chocobo

Blue chocobos live near rivers and marshes. They are the most family-oriented chocobos, warm and loving toward their young. The hen chooses one or two mates in mid-winter who remain with her for the year, helping to feed the young. Blue chicks require about two years to reach maturity. Their webbed feet make them clumsy runners and give them problems carrying loads, but they are unparalleled mounts for those who must travel through wet areas. They are difficult to train properly; they will not mate in captivity and will try to return to the wild every year to breed. However, they are often friendly, will usually return afterward if treated well, and are generally cooperative if coaxed. Once befriended, they make excellent watchdogs (watchbirds?) and will carry human and demi-human children to saftey in the event of danger from predators or humanoids. A blue chocobo canot fight while carrying a rider.

Carrying Capacity: A light load for a blue chocobo is up to 75 pounds; a medium load, 76-150 pounds; a heavy load, 151-225 pounds. A blue chocobo can drag 1,125 pounds.

Black (Forest) Chocobo

Black chocobos live deep in secluded forests or jungles, and avoid large human or demi-human settlements. They are the only chocobos that can fly, and have shorter necks and legs. Like blue chocobos, they are difficult to tame but relatively easy to befriend once you can get near them. They will leave captivity to mate but may return with their young if treated well. They are prized as flying mounts but are difficult in the extreme to obtain. They can fight while carrying a rider in the air, but the rider must make a Ride check to attack in the same round.

Carrying Capacity: A light load for a black chocobo is up to 150 pounds; a medium load, 151-300 pounds; a heavy load, 301-450 pounds. A black chocobo can drag 2,250 pounds.

Gold (Beach) Chocobo

While the rarest of chocobos, gold chocobos are not as shy as blacks and are seen more often. They have little fear of humans, usually regarding them as curiosities. They inhabit sub-tropical coastlines for the most part, fishing and digging up shellfish. They are powerful swimmers, and can carry a rider across a channel or other moderate body of water. They cannot fight while carrying a rider. Some gold chocobos migrate overseas, and there are tales of humans crossing the oceans on golden chocobos.

Carrying Capacity: A light load for a green chocobo is up to 230 pounds; a medium load, 231-460 pounds; a heavy load, 461-690 pounds. A green chocobo can drag 3,450 pounds.

Chocobo graphics adapted from Final Fantasy Tactics screenshots.

Please Note: The slithering tracker is not my creation. I am posting this adaptation to Third Edition until such time as I see an official conversion, or am given some other reason to remove it.

Slithering Tracker

Small Ooze
 
Hit Dice:
3d10+10 (26 hp)
Initiative:
-4 (Dex)
Speed:
15 ft.
AC:
6 (-4 Dex)
Attacks:
Touch +1 melee
Damage:
Touch paralysis
Face/Reach:
5 ft. by 5 ft./5 ft.
Special Attacks:
Engulf, Constitution damage, paralysis
Special Qualities:
Blindsight, ooze, transparent, stealth
Saves:
Fort +1, Ref -3, Will -3
Abilities:
Str 4, Dex 2, Con 11, Int -, Wis 3, Cha 2
Climate/Terrain:
Any underground
Organization:
Solitary
Challenge Rating:
4
Treasure:
None
Alignment:
Always neutral
Advancement:
4 (Small); 5-6 (Medium-size); 7-8 HD (Large)

Slithering trackers are clear, watery oozes which subsist on the blood plasma of living creatures.

While not intelligent per se, they are more aware of their surroundings than most oozes, capable of distinguishing between "easy prey" (i.e. alone, not moving much) and "tough prey" (i.e. several or very large creatures, moving around, carrying heat sources) and have a stronger drive to self-preservation than most oozes. They sometimes lurk unobtrusively in the lairs of large creatures, draining the blood from uneaten creatures while the monster sleeps. They are also known to hide near piles of treasure, attacking adventurers left behind by their comrades to guard the loot.

They are not generally found near each other, as the increasing scarcity of prey in the area will cause the trackers to spread out in search of food. The nearest they are ever found is generally when a tracker has grown large enough (about 9HD) that it splits into two or three smaller creatures.

The tracker's greater awareness leads some sages to speculate that it may have been originally created by some mad wizard who removed the bones from an unfortunate victim. Most academics disregard this theory as overly complicated and claim that the tracker is merely a more advanced slime.

Combat:

The slithering tracker prefers to creep up on unsuspecting creatures so that it can paralyze them before feeding. A tracker's slow speed and low melee attack make it very hard for it to attack creatures which are aware of it.

Blindsight (Ex):
A slithering tracker is capable of sensing heat, motion and smell within 60 ft.
Engulf (Ex):
If a slithering tracker can move into the same square as another creature (because the victim is unable to move, for instance, whether because it is paralyzed or because it is cornered), it can coat the victim in its substance, soaking into the flesh of the target and draining the nutrients from its blood. Because of this blood drain, every five minutes the target is engulfed, it must make a Fortitude save (DC 12 + the tracker's hit dice) or suffer 1 temporary Consitution damage. The tracker will release its victim immediately if it takes any damage, but any attack which damages the tracker will deal equal damage to the victim.
Ooze:
Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Paralysis (Ex):
The touch of a slithering tracker deals no damage, but the target must make a Fortitude save (DC 16) or become limp (paralyzed) and unable to move for 3d4 hours.
Stealth (Ex):
A slithering tracker's nearly liquid body makes very little sound sliding over the ground. The base DC for Listen checks to notice the tracker's movement is 20. Characters receive a +2 circumstance bonus to this check if the tracker is moving over particularly noisy ground, such as piles of coins or steep rocks.
Transparent (Ex):
Slithering trackers are almost transparent, and the DC for Spot checks to notice one is 18. Characters receive a +2 circumstance bonus to this check if the tracker is moving uphill or is otherwise hard to mistake for water.