Final Fantasy Chocobo

CR1 magical beast

I once asked my DM if my summoner character could find or summon a Chocobo from Final Fantasy, to which he agreed on the condition that I could come up with stats for one. The following is my own take on the Chocobo as a creature in Dungeons & Dragons 3rd edition. Wark!

A Celestial or Fiendish Chocobo can be summoned with summon monster ii, while a paladin may take one as his special mount.

Chocobo
Large Magical Beast

Hit Dice: 3d10+6 (22 hp)
Initiative: +2
Speed: 40ft. (8 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+10
Attack: Peck +6 melee (1d6+4)
Full Attack: Peck +6 melee (1d6+4)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Chocobo kick
Special Qualities: Darkvision, low-light vision
Saves: Fort +5 Ref +5, Will +1
Abilities: Str 16, Dex 15, Con 14, Int 3, Wis 11, Cha 7
Skills: Listen +3, Spot +3
Feats: Endurance, Run
Environment: Any land
Organization: Solitary, pack (1-5), herd (4-12) or domesticated
Challenge Rating: 1
Advancement: 4-9HD (Large)
Level Adjustment:

These friendly yellow-feathered birds resemble ostriches somewhat, but are tougher and have larger heads. They are easily trained as mounts, and are used similarly to horses. Chocobos do not speak a language, although they may understand the language of their trainer.

Chocobo kick (Ex): If the chocobo charges, he may make a slam attack dealing 2d4+3 damage. If it hits, the chocobo can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the chocobo.

Variant chocobos
Different versions of the chocobo can be made, based on the chocobos games where they have various special abilities. For example, to create an FFV Black Chocobo, simply give the standard chocobo a fly speed of 40ft (clumsy). To create chocobos with abilities such as Choco Cure, give them comparable spell-like abilities (such as cure moderate wounds 3/day), noting that significantly powerful abilities should increase the creature’s challenge rating. To create an FFVI Golden Chocobo, advance a chocobo to maximum HD and give it permanent spider climb and water walk abilities.

This article was originally published prior to the appearance of a Chocobo conversion in Dragon magazine. Feel free to use the Dragon version instead if you prefer.


Comments (3)

Gardeth (February 7th, 2007)

I think CR1 is abit low for something with that many hit points and high damage potential.

Jonathan (June 2nd, 2008)

It is too low. I would go with a CR of 2.

Nathan (September 11th, 2008)

mmm. I’d go as far as 3. Great build though.

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