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Bestiary+
#61
Chocobo Family

Chocobo, Black
The black-plumed chocobo is the only variety capable of flight. The black chocobo is hard to find in general but you may get lucky finding one in a chocobo forest.
CR 8 XP 4800
N Large Magical Beast
Init: +5; Senses Darkvision 60 ft., low-light vision, scent; Perception +15

AC 22, touch 15, flat-footed 16(+5 dex, +1 dodge, +7 natural, -1 size)
hp 112(10d10+60)
Fort +13, Ref +12, Will +6

Speed 70 ft., Fly 150 ft. (average), Swim 40 ft.
Melee Bite +16(1d8+6), Claw +10(1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks Choco Meteor

Str 22, Dex 20, Con 22, Int 10, Wis 16, Cha 12
Base Atk +10; CMB +17; CMD 32
Feats Dash, Dodge, Endurance, Run, Weapon Focus(Bite)
Skills Acrobatics +17, Climb +25, Perception +15, Stealth +25, Survival +12, Swim +25
SQ Choco Cure, camouflage, stealth, swimming, water walking

Choco Cure(Su)
5/day, a black chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage. Blue mages may learn this ability as a 2nd level spell (DC 19).

Choco Meteor(Su)
2/day, a black chocobo can fire one meteor off towards its target. The black chocobo summons a molten meteor into the sky to rain your enemies those within the area of effect take 10d6 points of damage (half fire, half earth) and must make a Reflex save(DC 18) for half. Blue mages may learn this ability as a 5th level spell (DC 25).

Camouflage(Ex)
Black chocobos can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment.

Stealth(Ex)
Black chocobos are natural hiders. It gains a +8 bonus on stealth checks. It can also take 10 on stealth checks, even if stress or distractions would otherwise prevent it from doing so. Also, It is never flat-footed while hiding.

Swimming(Ex)
Black chocobos are natural swimmers. It has a swim speed of 40 feet and gains a +8 bonus on swim checks. It can also take 10 on swim checks, even if stress or distractions would otherwise prevent it from doing so.

Water Walking(Ex)
Black chocobos have the ability to walk on water while running. A black chocobo that is running can walk on water as if it was a solid surface. If it ever stops running, it loses its ability, although it can resume this ability anytime.

Chocobo, Blue
The blue-plumed chocobo shoots out water projectiles. The blue chocobo can be found near streams or oceans.
CR 2 XP 600
N Large Magical Beast
Init: +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +8

AC 13, touch 11, flat-footed 11(+2 dex, +2 natural, -1 size)
hp 36(4d10+12)
Fort +7, Ref +6, Will +2

Speed 60 ft., Swim 40 ft.
Melee Bite +7(1d8+4), Claw +2(1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks Choco Water

Str 18, Dex 14, Con 16, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +9; CMD 21
Feats Endurance, Run
Skills Acrobatics +8, Perception +8, Survival +5, Swim +16
SQ Choco Cure, swimming, water walking

Choco Cure(Su)
2/day, a blue chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage. Blue mages may learn this ability as a 2nd level spell (DC 19).

Choco Water(Su)
2/day, a blue chocobo can blast an opponent with pressured water within 30 ft. The blue chocobo must make a ranged touch attack (+5), if it hits, the attack deals 3d6+5 water damage and inflicts the Drenched status effect for 1d4 rounds (Fortitude save 13 to negate). Blue mage may learn this ability as a 2nd level spell (DC 19).

Swimming(Ex)
Blue chocobos are natural swimmers. It has a swim speed of 40 feet and gains a +8 bonus on swim checks. It can also take 10 on swim checks, even if stress or distractions would otherwise prevent it from doing so.

Water Walking(Ex)
Blue chocobos have the ability to walk on water while running. A blue chocobo that is running can walk on water as if it was a solid surface. If it ever stops running, it loses its ability, although it can resume this ability anytime.

Chocobo, Brown
The brown-plumed chocobo creates barriers on its allies. The brown chocobo is the desert chocobo and  is hard to track down.
CR 2 XP 600
N Large Magical Beast
Init: +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +8

AC 13, touch 11, flat-footed 11(+2 dex, +2 natural, -1 size)
hp 33(4d10+12)
Fort +7, Ref +6, Will +2

Speed 60 ft.
Melee Bite +7(1d8+4), Claw +2(1d6+2)
Space 10 ft.; Reach 5 ft.

Str 18, Dex 14, Con 16, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +9; CMD 21
Feats Endurance, Run
Skills Acrobatics +16, Perception +8, Survival +5
SQ arcobatics, Choco Cure, Choco Guard, sandwalking

Arcobatics(Ex)
Brown chocobos are natural at acrobatics. It gains a +8 bonus on acrobatics checks. It can also take 10 on acrobatics checks, even if stress or distractions would otherwise prevent it from doing so.

Choco Guard(Su)
2/day, a brown chocobo can create a magical guard around itself granting Protect and Shell. Blue mages may learn this ability as a 2nd level spell (DC 19).

Choco Cure(Su)
2/day, a brown chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage. Blue mages may learn this ability as a 2nd level spell (DC 19).

Sandwalking(Ex)
Brown chocobos travels at full speed across sand, rocky ground, or dust, and leaves no trail behind unless it chooses to.

Chocobo, Gold
The gold-plumed chocobo is a rare sight to behold assuming one can find one.
CR 10 XP 9600
N Large Magical Beast
Init: +9; Senses Darkvision 60 ft., low-light vision, scent; Perception +18

AC 24, touch 15, flat-footed 18(+5 dex, +1 dodge, +9 natural, -1 size)
hp 154(13d10+91)
Fort +15, Ref +13, Will +8

Speed 80 ft., Climb 20 ft., Fly 150 ft. (average), Swim 40 ft.
Melee Bite +20(1d8+7), Claw +15(1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks Choco Meteor

Str 24, Dex 20, Con 24, Int 10, Wis 18, Cha 12
Base Atk +13; CMB +21; CMD 36
Feats Dash, Diehard, Dodge, Endurance, Run, Improved Initiative, Weapon Focus(Bite)
Skills Acrobatics +28, Climb +28, Perception +18, Stealth +28, Survival +15, Swim +28
SQ acrobatics, Choco Cure, Choco Halo, camouflage, climbing, stealth, swimming, water walking

Arcobatics(Ex)
Gold chocobos are natural at acrobatics. It gains a +8 bonus on acrobatics checks. It can also take 10 on acrobatics checks, even if stress or distractions would otherwise prevent it from doing so.

Choco Cure(Su)
7/day, a gold chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage. Blue mages may learn this ability as a 2nd level spell (DC 19).

Choco Meteor(Su)
3/day, a gold chocobo can fire one meteor off towards its target. The gold chocobo summons a molten meteor into the sky to rain your enemies those within the area of effect take 10d6 points of damage (half fire, half earth) and must make a Reflex save(DC 19) for half. Blue mages may learn this ability as a 5th level spell (DC 25).

Choco Halo(Su)
1/day, a gold chocobo casts a halo on his/her ally. This halo grants auto-raise, float, & haste. Blue mage may learn this ability as a 8th level spell (DC 31).

Camouflage(Ex)
Gold chocobos can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment.

Climbing(Ex)
Gold chocobos are natural climbers. It has a climb speed of 20 feet and gains a +8 bonus on climb checks. It can also take 10 on climb checks, even if stress or distractions would otherwise prevent it from doing so. Also, It is never flat-footed while climbing.

Stealth(Ex)
Gold chocobos are natural hiders. It gains a +8 bonus on stealth checks. It can also take 10 on stealth checks, even if stress or distractions would otherwise prevent it from doing so. Also, It is never flat-footed while hiding.

Swimming(Ex)
Gold chocobos are natural swimmers. It has a swim speed of 40 feet and gains a +8 bonus on swim checks. It can also take 10 on swim checks, even if stress or distractions would otherwise prevent it from doing so.

Water Walking(Ex)
Gold chocobos have the ability to walk on water while running. A gold chocobo that is running can walk on water as if it was a solid surface. If it ever stops running, it loses its ability, although it can resume this ability anytime.

Chocobo, Green
The green-plumed chocobo removes ailments from its allies using choco esuna. The green chocobo is found in forests or woods.
CR 2 XP 600
N Large Magical Beast
Init: +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +9

AC 13, touch 11, flat-footed 11(+2 dex, +2 natural, -1 size)
hp 33(4d10+8)
Fort +6, Ref +6, Will +3

Speed 60 ft., Climb 20 ft.
Melee Bite +7(1d8+4), Claw +2(1d6+2)
Space 10 ft.; Reach 5 ft.

Str 18, Dex 14, Con 15, Int 2, Wis 14, Cha 6
Base Atk +4; CMB +9; CMD 21
Feats Endurance, Run
Skills Acrobatics +8, Perception +9, Stealth +16, Survival +6
SQ camouflage, Choco Cure, Choco Esuna, stealth

Camouflage(Ex)
Green chocobos can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment.

Choco Cure(Su)
2/day, a green chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage. Blue mages may learn this ability as a 2nd level spell (DC 19).

Choco Esuna(Su)
1/day, a green chocobo can cure one negative status effect of 4th level or lower. Blue mages may learn this ability as a 4th level spell (DC 23).

Stealth(Ex)
Green chocobos are natural hiders. It gains a +8 bonus on stealth checks. It can also take 10 on stealth checks, even if stress or distractions would otherwise prevent it from doing so. Also, It is never flat-footed while hiding.

Chocobo, Pink
The pink-plumed chocobo that can mend wounds. The pink chocobo is very common in the plains or through breeding.
CR 1 XP 400
N Large Magical Beast
Init: +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +8

AC 13, touch 11, flat-footed 11(+2 dex, +2 natural, -1 size)
hp 25(3d10+6)
Fort +5, Ref +5, Will +3

Speed 60 ft.
Melee Bite +6(1d8+4), Claw +1(1d6+2)
Space 10 ft.; Reach 5 ft.

Str 18, Dex 14, Con 15, Int 2, Wis 14, Cha 6
Base Atk +3; CMB +8; CMD 20
Feats Endurance, Run
Skills Acrobatics +7, Perception +8, Survival +5
SQ Choco Cure

Choco Cure(Su)
1/day, a pink chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage. Blue mages may learn this ability as a 2nd level spell (DC 19).

Chocobo, Purple
The purple-plumed chocobo that shields allies and shoots ice out of its beak. The purple chocobo is usually found in the icy plains or snow-covered mountains.
CR 5 XP 1600
N Large Magical Beast
Init: +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +13

AC 18, touch 13, flat-footed 14(+3 dex, +1 dodge, +5 natural, -1 size)
hp 73(7d10+35)
Fort +10, Ref +8, Will +6

Speed 70 ft., Climb 20 ft., Swim 40 ft.
Melee Bite +11(1d8+5), Claw +6(1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks Choco Ice

Str 20, Dex 16, Con 20, Int 8, Wis 18, Cha 12
Base Atk +7; CMB +13; CMD 26
Feats Dash, Dodge, Endurance, Run
Skills Acrobatics +14, Climb +22, Perception +13, Survival +10, Swim +22
SQ Choco Barrier, Choco Cure, climbing, snow move, surefooted stride, swimming, water walking

Choco Barrier(Su)
2/day, a purple chocobo can create a magical barrier to itself granting Protect, Shell, & Regen. Blue mages may learn this ability as a 3rd level spell (DC 21).

Choco Cure(Su)
3/day, a purple chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage. Blue mages may learn this ability as a 2nd level spell (DC 19).

Choco Ice(Su)
5/day, a purple chocobo can blast an opponent with ice within 30 ft. The purple chocobo must make a ranged touch attack (+9), if it hits, the attack deals 3d6+5 fire damage and inflicts the Frozen status effect for 1d4 rounds (Fortitude save 16 to negate). Blue mage may learn this ability as a 2nd level spell (DC 19).

Climbing(Ex)
Purple chocobos are natural climbers. It has a climb speed of 20 feet and gains a +8 bonus on climb checks. It can also take 10 on climb checks, even if stress or distractions would otherwise prevent it from doing so. Also, It is never flat-footed while climbing.

Snow Move(Ex)
Because of its large, fur-covered claws, purple chocobos suffer no penalties for moving through snow-covered terrain.

Surefooted Stride(Ex)
Purple chocobos may move through any sort of difficult terrain(such as thorns, overgrown areas, rubble and the like) at its normal speed without taking damage or suffering any other impairment. Areas that have been magically manipulated, however, still effect it.

Swimming(Ex)
Purple chocobos are natural swimmers. It has a swim speed of 40 feet and gains a +8 bonus on swim checks. It can also take 10 on swim checks, even if stress or distractions would otherwise prevent it from doing so.

Water Walking(Ex)
Purple chocobos have the ability to walk on water while running. A purple chocobo that is running can walk on water as if it was a solid surface. If it ever stops running, it loses its ability, although it can resume this ability anytime.

Chocobo, Rainbow
The rainbow-plumed chocobo is considered the legendary chocobo. Some believe they're a myth but who really knows.
CR 13 XP 25600
N Large Magical Beast
Init: +10; Senses Darkvision 60 ft., low-light vision, scent; Perception +22

AC 27, touch 16, flat-footed 21(+6 dex, +1 dodge, +11 natural, -1 size)
hp 202(17d10+119)
Fort +17, Ref +16, Will +10

Speed 90 ft., Climb 20 ft., Fly 160 ft. (average), Swim 40 ft.
Melee Bite +24(2d6+8), Claw +19(1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks Choco Meteor, Choco Trishot

Str 26, Dex 22, Con 24, Int 10, Wis 20, Cha 12
Base Atk +17; CMB +26; CMD 41
Feats Dash, Diehard, Dodge, Endurance, Improved Initiative, Improved Natural Attack(Bite), Mobility, Run, Weapon Focus(Bite)
Skills Acrobatics +32, Climb +32, Perception +22, Stealth +32, Survival +19, Swim +32
SQ acrobatics, Choco Cure, Choco Halo, camouflage, climbing, sandwalking, snow move, stealth, swimming, water walking

Arcobatics(Ex)
Rainbow chocobos are natural at acrobatics. It gains a +8 bonus on acrobatics checks. It can also take 10 on acrobatics checks, even if stress or distractions would otherwise prevent it from doing so.

Choco Cure(Su)
10/day, a rainbow chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage. Blue mages may learn this ability as a 2nd level spell (DC 19).

Choco Meteor(Su)
5/day, a rainbow chocobo can fire one meteor off towards its target. The rainbow chocobo summons a molten meteor into the sky to rain your enemies those within the area of effect take 10d6 points of damage (half fire, half earth) and must make a Reflex save(DC 18) for half. Blue mages may learn this ability as a 5th level spell (DC 25).

Choco Halo(Su)
1/day, a rainbow chocobo casts a halo on his/her ally. This halo grants auto-raise, float, & haste. Blue mage may learn this ability as a 8th level spell (DC 31).

Choco Trishot(Su)
1/day, a rainbow chocobo can blast an opponent with ice, fire and thunder at once within 30 ft. The purple chocobo must make a ranged touch attack (+22), if it hits, the attack deals 5d6+5 fire damage, 5d6+5 ice damage, and 5d6+5 lightning damage. Blue mage may learn this ability as a 8th level spell (DC 31).

Camouflage(Ex)
Rainbow chocobos can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment.

Climbing(Ex)
Rainbow chocobos are natural climbers. It has a climb speed of 20 feet and gains a +8 bonus on climb checks. It can also take 10 on climb checks, even if stress or distractions would otherwise prevent it from doing so. Also, It is never flat-footed while climbing.

Sandwalking(Ex)
Rainbow chocobos travels at full speed across sand, rocky ground, or dust, and leaves no trail behind unless it chooses to.

Snow Move(Ex)
Because of its large, fur-covered claws, rainbow chocobos suffer no penalties for moving through snow-covered terrain.

Stealth(Ex)
Rainbow chocobos are natural hiders. It gains a +8 bonus on stealth checks. It can also take 10 on stealth checks, even if stress or distractions would otherwise prevent it from doing so. Also, It is never flat-footed while hiding.

Swimming(Ex)
Rainbow chocobos are natural swimmers. It has a swim speed of 40 feet and gains a +8 bonus on swim checks. It can also take 10 on swim checks, even if stress or distractions would otherwise prevent it from doing so.

Water Walking(Ex)
Rainbow chocobos have the ability to walk on water while running. A rainbow chocobo that is running can walk on water as if it was a solid surface. If it ever stops running, it loses its ability, although it can resume this ability anytime.

Chocobo, Red
The red-plumed chocobo that shoots flame out of its beak. The red chocobo is usually found in the mountain regions or hill tops.
CR 2 XP 600
N Large Magical Beast
Init: +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +8

AC 13, touch 11, flat-footed 11(+2 dex, +2 natural, -1 size)
hp 33(4d10+8)
Fort +6, Ref +6, Will +2

Speed 60 ft., Climb 20 ft.
Melee Bite +8(1d8+5), Claw +3(1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks Choco Flame

Str 20, Dex 14, Con 15, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +9; CMD 21
Feats Endurance, Run
Skills Acrobatics +8, Climb +17, Perception +8, Survival +5
SQ Choco Cure, climbing, surefooted stride

Choco Cure(Su)
2/day, a red chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage. Blue mages may learn this ability as a 2nd level spell (DC 19).

Choco Flame(Su)
2/day, a red chocobo can blast an opponent with flame within 30 ft. The red chocobo must make a ranged touch attack (+5), if it hits, the attack deals 3d6+5 fire damage and inflicts the Burning status effect for 1d4 rounds (Reflex save 13 to negate). Blue mage may learn this ability as a 2nd level spell (DC 19).

Climbing(Ex)
Red chocobos are natural climbers. It has a climb speed of 20 feet and gains a +8 bonus on climb checks. It can also take 10 on climb checks, even if stress or distractions would otherwise prevent it from doing so. Also, It is never flat-footed while climbing.

Surefooted Stride(Ex)
Red chocobos may move through any sort of difficult terrain(such as thorns, overgrown areas, rubble and the like) at its normal speed without taking damage or suffering any other impairment. Areas that have been magically manipulated, however, still effect it.

Chocobo, Silver
The silver-plumed chocobo has a tougher plums compared to most other chocobos and shoots thunder out of its beak. The silver chocobo found in desert mountains or near dunes.
CR 5 XP 1600
N Large Magical Beast
Init: +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +12

AC 18, touch 13, flat-footed 14(+3 dex, +1 dodge, +5 natural, -1 size)
hp 78(7d10+42)
Fort +11, Ref +8, Will +5

Speed 70 ft., Climb 20 ft., Swim 40 ft.
Melee Bite +11(1d8+5), Claw +6(1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks Choco Thunder

Str 20, Dex 16, Con 22, Int 8, Wis 16, Cha 12
Base Atk +7; CMB +13; CMD 26
Feats Dash, Dodge, Endurance, Run
Skills Acrobatics +22, Climb +22, Perception +12, Survival +9, Swim +22
SQ arcobatics, Choco Cure, Choco Guard, climbing, cloudwalking, sandwalking, surefooted stride

Arcobatics(Ex)
Silver chocobos are natural at acrobatics. It gains a +8 bonus on acrobatics checks. It can also take 10 on acrobatics checks, even if stress or distractions would otherwise prevent it from doing so.

Choco Cure(Su)
3/day, a silver chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage. Blue mages may learn this ability as a 2nd level spell (DC 19).

Choco Guard(Su)
3/day, a silver chocobo can create a magical guard around itself granting Protect and Shell. Blue mages may learn this ability as a 2nd level spell (DC 19).

Choco Thunder(Su)
5/day, a silver chocobo can shoot lightning at an opponent within 30 ft. The silver chocobo must make a ranged touch attack (+9), if it hits, the attack deals 3d6+5 lightning damage and inflicts the Static status effect for 1d4 rounds (Reflex save 13 to negate). Blue mage may learn this ability as a 2nd level spell (DC 19).

Climbing(Ex)
Silver chocobos are natural climbers. It has a climb speed of 20 feet and gains a +8 bonus on climb checks. It can also take 10 on climb checks, even if stress or distractions would otherwise prevent it from doing so. Also, It is never flat-footed while climbing.

Cloudwalking(Ex)
Silver chocobos can tread on clouds or fog as though on solid ground.

Sandwalking(Ex)
Silver chocobos travels at full speed across sand, rocky ground, or dust, and leaves no trail behind unless it chooses to.

Surefooted Stride(Ex)
Silver chocobos may move through any sort of difficult terrain(such as thorns, overgrown areas, rubble and the like) at its normal speed without taking damage or suffering any other impairment. Areas that have been magically manipulated, however, still effect it.

Chocobo, White
The white-plumed chocobo restores magical power with its choco recharge. The white chocobo are generally found in a chocobo forest but some are known to be found roaming else where.
CR 8 XP 4800
N Large Magical Beast
Init: +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +15

AC 21, touch 14, flat-footed 16(+4 dex, +1 dodge, +7 natural, -1 size)
hp 112(10d10+60)
Fort +13, Ref +11, Will +7

Speed 70 ft., Climb 20 ft., Swim 40 ft.
Melee Bite +16(1d8+6), Claw +11(1d6+3)
Space 10 ft.; Reach 5 ft.

Str 22, Dex 18, Con 22, Int 10, Wis 18, Cha 12
Base Atk +10; CMB +17; CMD 31
Feats Dash, Dodge, Endurance, Run, Weapon Focus(Bite)
Skills Acrobatics +25, Climb +25, Perception +15, Survival +12, Swim +25
SQ acrobatics, Choco Cure, Choco Life, Choco Recharge, climbing, swimming, water walking

Arcobatics(Ex)
White chocobos are natural at acrobatics. It gains a +8 bonus on acrobatics checks. It can also take 10 on acrobatics checks, even if stress or distractions would otherwise prevent it from doing so.

Choco Cure(Su)
5/day, a white chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage. Blue mages may learn this ability as a 2nd level spell (DC 19).

Choco Life(Su)
2/day, a white chocobo can bring back the dead alive. This spell functions like the Raise spell. Blue mages may learn this ability as a 4th level spell (DC 23).

Choco Recharge(Su)
1/day, a white chocobo can recharge a single allies' MP by transferring some of its own MP over to it(since it has no MP it has a once per day use only). The transfer is 5d6 MP from self to target.  Blue mages may learn this ability as a 5th level spell (DC 25).

Climbing(Ex)
White chocobos are natural climbers. It has a climb speed of 20 feet and gains a +8 bonus on climb checks. It can also take 10 on climb checks, even if stress or distractions would otherwise prevent it from doing so. Also, It is never flat-footed while climbing.

Swimming(Ex)
White chocobos are natural swimmers. It has a swim speed of 40 feet and gains a +8 bonus on swim checks. It can also take 10 on swim checks, even if stress or distractions would otherwise prevent it from doing so.

Water Walking(Ex)
White chocobos have the ability to walk on water while running. A white chocobo that is running can walk on water as if it was a solid surface. If it ever stops running, it loses its ability, although it can resume this ability anytime.

Chocobo, Yellow
A bird-like creature with a pleasant temperament. Its choco cure can mend the wounds of its allies. The yellow chocobo can be found almost anywhere and are the most common bred type.
CR 1 XP 400
N Large Magical Beast
Init: +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +7

AC 13, touch 11, flat-footed 11(+2 dex, +2 natural, -1 size)
hp 27(3d10+9)
Fort +6, Ref +5, Will +2

Speed 60 ft.
Melee Bite +6(1d8+4), Claw +1(1d6+2)
Space 10 ft.; Reach 5 ft.

Str 18, Dex 14, Con 16, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +8; CMD 20
Feats Endurance, Run
Skills Acrobatics +7, Perception +7, Survival +4
SQ Choco Cure

Choco Cure(Su)
1/day, a yellow chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage. Blue mages may learn this ability as a 2nd level spell (DC 19).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#62
Alright, so I made a couple changes to the previous chocobos. I made the red chocobo the mountain version instead of the green type which was in FF7. I also changed all the chocobos into magical beasts since I gave them all choco cure. There were some adjustments to CR and HD to a couple of the previous chocobo since I added in twice as many and wanted to have another tier for them. I left choco meteor on the black chocobo even though most of the games have it on red chocobos. I could add in some more colors and I was trying to make each color type have its own flavor. I might also make a section for chocobo breeding and upgrading on another thread. I had a lot of fun with this section and I'll update the magic later since it will be quite a few spells again...
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#63
I also wanted to say if anyone else is interested in making some creatures or do not know any good sites to do some research I'll put some interesting website down here.
This one is for basics for monster creation, some what of a guild line for creatures. You do not have to follow it point to point but it helps balance your creature types for CR: https://www.d20pfsrd.com/bestiary/rules-...-creation/
This page has a lot of basic creatures for pathfinder, also could help with setting up a template for your own creatures: http://www.d20pfsrd.com/bestiary/
Here is the feat section assuming your creature uses any feats, a section for spell casting creature feats, and monster feats: http://www.d20pfsrd.com/feats/ ,
https://sites.google.com/site/pathfinder...ical-feats , & http://www.d20pfsrd.com/bestiary/rules-f...ter-feats/
This page can be used to upgrade a monster already made but you want to add some extra touches: http://www.d20pfsrd.com/bestiary/rules-f...vancement/
This website has more futuristic type creatures that you could use to make your own robotic monster: http://www.archivesofnethys.com/MonsterD...er%20Robot
The more common monster abilities are found on this page but not all of them:
http://www.d20pfsrd.com/bestiary/rules-f...ter-rules/

I hope this helps out on creating your own creatures. Tongue
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#64
It has begun.
Reply
#65
(05-01-2017, 03:15 PM)Viladin Wrote: It has begun.

Oh yes, it has. Whahahahahahaha!! Yeah, I really need to double check all these creatures. I've noticed a few missing words or misused words as well a few times already, lol...
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#66
(05-01-2017, 03:15 PM)Viladin Wrote: It has begun.

*insert edgy techno rock here*
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#67
I copied the first page of monsters and had to stop. :p
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#68
*edgy techno rock fades*
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#69
Lol... I do have ALOT on here.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#70
(05-03-2017, 12:41 AM)Fortheseen Wrote: Lol... I do have ALOT on here.

lol, yes. but its good.
Reply
#71
(05-03-2017, 01:33 AM)Viladin Wrote:
(05-03-2017, 12:41 AM)Fortheseen Wrote: Lol... I do have ALOT on here.

lol, yes. but its good.

Alright, just let me know if I need to do something. I'll probably be adding more in within the next week or so.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#72
(05-03-2017, 10:02 AM)Fortheseen Wrote:
(05-03-2017, 01:33 AM)Viladin Wrote:
(05-03-2017, 12:41 AM)Fortheseen Wrote: Lol... I do have ALOT on here.

lol, yes. but its good.

Alright, just let me know if I need to do something. I'll probably be adding more in within the next week or so.

If you want, you could throw it all in a Word Document and send it my way.
Reply
#73
(05-03-2017, 10:40 AM)Viladin Wrote:
(05-03-2017, 10:02 AM)Fortheseen Wrote:
(05-03-2017, 01:33 AM)Viladin Wrote:
(05-03-2017, 12:41 AM)Fortheseen Wrote: Lol... I do have ALOT on here.

lol, yes. but its good.

Alright, just let me know if I need to do something. I'll probably be adding more in within the next week or so.

If you want, you could throw it all in a Word Document and send it my way.

Do you have open office by any chance? If so I can do it after I get back from work.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#74
(05-03-2017, 08:34 PM)Fortheseen Wrote:
(05-03-2017, 10:40 AM)Viladin Wrote:
(05-03-2017, 10:02 AM)Fortheseen Wrote:
(05-03-2017, 01:33 AM)Viladin Wrote:
(05-03-2017, 12:41 AM)Fortheseen Wrote: Lol... I do have ALOT on here.

lol, yes. but its good.

Alright, just let me know if I need to do something. I'll probably be adding more in within the next week or so.

If you want, you could throw it all in a Word Document and send it my way.

Do you have open office by any chance? If so I can do it after I get back from work.

Don't have Open Office, but I think Microsoft Word should open OO docs.
Reply
#75
(05-04-2017, 12:55 AM)Viladin Wrote:
(05-03-2017, 08:34 PM)Fortheseen Wrote:
(05-03-2017, 10:40 AM)Viladin Wrote:
(05-03-2017, 10:02 AM)Fortheseen Wrote:
(05-03-2017, 01:33 AM)Viladin Wrote: lol, yes. but its good.

Alright, just let me know if I need to do something. I'll probably be adding more in within the next week or so.

If you want, you could throw it all in a Word Document and send it my way.

Do you have open office by any chance? If so I can do it after I get back from work.

Don't have Open Office, but I think Microsoft Word should open OO docs.

It won't let me put it in as an OO doc. I'll send it over as a pdf but not sure how helpful that will be. I also don't have any pictures. Tongue

*I have a more updated monster pdf on the first page now.*
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#76
I've updated the Hydra section with more selections. Hydras were considered magical beasts but from what research I did on them for FF... they seem more like dragons than magical beasts. I changed their ability to regenerate heads after being severed off and you can only sever a head off if you succeed at a critical hit instead of focusing the heads down or the body. The reason why I did this was I read from ffxi that it was the only way to sever a hydra's head was with a critical hit. I've also changed dualizard since it didn't quite feel like a hydra when I previous made it. There is no blue magic this time around. I'm going to add in hecteye for the next group of creatures since they have my favorite blue mage spell, 'Roulette' which I was originally going to give to Ahriman.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#77
Hecteye Family

Eyemoeba
A green blob-like enemy with many pink eyes all over its body.
CR 11 XP 12800
N Medium Ooze
Init: +7; Senses All-around vision, Darkvision 60 ft.; Perception +18

AC 28, touch 13, flat-footed 25(+3 Dex, +15 natural)
hp 120(14d8+60)
Fort +10, Ref +7, Will +9
DR 10/magic; Immune confuse, berserk, & ooze traits

Speed 20 ft.
Melee Slam +14 (1d8+6)
Ranged: Eye Ray +14 ranged touch(1d6 elemental damage)
Special Attacks HP Absorb, MP Absorb

Str 18, Dex 16, Con 18, Int 4, Wis 16, Cha 10
Base Atk +10; CMB +14; CMD 27
Feat Great Fortitude, Improved Initiative, Iron Will, Point Blank Shot, Precise Shot, Toughness, Weapon Focus(ray)
Skill Perception +18, Survival +14; Racial Modifiers +4 Perception

All-around Vision(Ex)
Eyemoeba are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Perception checks, and they cannot be flanked.

Blind Vulnerability(Ex)
If an eyemoeba is blinded, it only targets a single eye, chosen by the attacker when the blindness goes into effect. The eyemoeba can choose to use another eye instead of the blinded one however if someone were to cast blindga this would affect up to 5 of it eyes if it fails its save. An eyemoeba have usually around 100 eyes.

Eye Rays(Su)
An eyemoeba can attack with ten eyes, each capable of triggering a ray as a ranged touch attack with a range of 150 feet. A single eye ray can be used a standard action. The eyemoeba can use up to all its eye rays as a full round action. Neither option provokes an attack of opportunity. All eye rays can be used at will also each eye ray does a selective type of elemental damage besides non-elemental damage type.

HP Absorb(Su)
Eyemoeba fires a pulsating green beam at a single target that drains Hps and heals itself. The attack deals 5d6 points of non-elemental damage(Fortitude save DC 18 to negate). Blue mages may learn this ability as a 5th level spell (DC 25).

MP Absorb(Su)
Eyemoeba fires a pulsating green beam at a single target that drains Mps and heals itself. The attack deals 5d6 points of MP damage(Fortitude save DC 18 to negate). Blue mages may learn this ability as a 5th level spell (DC 25).

Hecteyes
A blue blob-like enemy with many red eyes all over its body with the ability to instantly kill someone randomly even themselves.
CR 13 XP 25600
N Medium Ooze
Init: +8; Senses All-around vision, Darkvision 60 ft.; Perception +22

AC 30, touch 14, flat-footed 26(+4 Dex, +16 natural)
hp 158(17d8+90)
Fort +12, Ref +11, Will +11
DR 10/cold iron; Immune confuse, berserk, & ooze traits

Speed 20 ft.
Melee Slam +17 (1d8+6)
Ranged: Eye Ray +17 ranged touch(1d8 elemental damage)
Special Attacks HP Absorb, MP Absorb, Roulette

Str 20, Dex 18, Con 20, Int 4, Wis 18, Cha 10
Base Atk +12; CMB +17; CMD 31
Feat Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Toughness, Weapon Focus(ray)
Skill Perception +22, Survival +18; Racial Modifiers +4 Perception

All-around Vision(Ex)
Hecteyes are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Perception checks, and they cannot be flanked.

Blind Vulnerability(Ex)
If a hecteyes is blinded, it only targets a single eye, chosen by the attacker when the blindness goes into effect. The hecteyes can choose to use another eye instead of the blinded one however if someone were to cast blindga this would affect up to 5 of it eyes if it fails its save. A hecteyes have usually around 100 eyes.

Eye Rays(Su)
A hecteyes can attack with ten eyes, each capable of triggering a ray as a ranged touch attack with a range of 150 feet. A single eye ray can be used a standard action. The hecteyes can use up to all its eye rays as a full round action. Neither option provokes an attack of opportunity. All eye rays can be used at will also each eye ray does a selective type of elemental damage besides non-elemental damage type.

HP Absorb(Su)
Hecteyes fires a pulsating green beam at a single target that drains Hps and heals itself. The attack deals 5d6 points of non-elemental damage(Fortitude save DC 18 to negate). Blue mages may learn this ability as a 5th level spell (DC 25).

MP Absorb(Su)
Hecteyes fires a pulsating green beam at a single target that drains Mps and heals itself. The attack deals 5d6 points of MP damage(Fortitude save DC 18 to negate). Blue mages may learn this ability as a 5th level spell (DC 25).

Roulette(Su)
1/day, Hecteyes summons a hand of death that randomly selects a target within 60 feet within the caster. Any creature within the area of effect has a chance to die including the caster and their allies. There is no save for this ability and it cannot be reflected. Blue mages may learn this ability as a 9th level spell (DC 33).

Orukat
A red blob-like enemy with many blue eyes all over its body with the ability to instantly kill someone randomly even themselves also has the ability to kill with its slam.
CR 16 XP 76800
N Medium Ooze
Init: +9; Senses All-around vision, Darkvision 60 ft.; Perception +25

AC 32, touch 15, flat-footed 27(+5 Dex, +17 natural)
hp 200(20d8+126)
Fort +14, Ref +13, Will +12
DR 15/adamantine; Immune confuse, berserk, & ooze traits

Speed 20 ft.
Melee Slam +21 (1d8+6 plus death)
Ranged: Eye Ray +21 ranged touch(1d10 elemental damage)
Special Attacks Death(DC 16 Fortitude), HP Absorb, MP Absorb, Roulette

Str 22, Dex 20, Con 22, Int 4, Wis 18, Cha 10
Base Atk +15; CMB +21; CMD 36
Feat Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Toughness, Weapon Focus(ray)
Skill Perception +25, Survival +21; Racial Modifiers +4 Perception

All-around Vision(Ex)
Orukat are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Perception checks, and they cannot be flanked.

Blind Vulnerability(Ex)
If an orukat is blinded, it only targets a single eye, chosen by the attacker when the blindness goes into effect. The orukat can choose to use another eye instead of the blinded one however if someone were to cast blindga this would affect up to 5 of it eyes if it fails its save. An orukat have usually around 100 eyes.

Eye Rays(Su)
An orukat can attack with ten eyes, each capable of triggering a ray as a ranged touch attack with a range of 150 feet. A single eye ray can be used a standard action. The orukat can use up to all its eye rays as a full round action. Neither option provokes an attack of opportunity. All eye rays can be used at will also each eye ray does a selective type of elemental damage besides non-elemental damage type.

HP Absorb(Su)
Orukat fires a pulsating green beam at a single target that drains Hps and heals itself. The attack deals 5d6 points of non-elemental damage(Fortitude save DC 18 to negate). Blue mages may learn this ability as a 5th level spell (DC 25).

MP Absorb(Su)
Orukat fires a pulsating green beam at a single target that drains Mps and heals itself. The attack deals 5d6 points of MP damage(Fortitude save DC 18 to negate). Blue mages may learn this ability as a 5th level spell (DC 25).

Roulette(Su)
3/day, Orukat summons a hand of death that randomly selects a target within 60 feet within the caster. Any creature within the area of effect has a chance to die including the caster and their allies. There is no save for this ability and it cannot be reflected. Blue mages may learn this ability as a 9th level spell (DC 33).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#78
Hedgehog Pie Family

Boundfat
This is a short and plump, vaguely reptilian-amphibian creature with bright yellow skin, a series of spikes on their back, and a mischievous grin.
CR 4 XP 1200
NE Small Outsider(daemon, evil, extrplanar)
Init: +7; Senses Darkvision 60 ft., low-light vision; Perception +9

AC 17, touch 14, flat-footed 14(+3 Dex, +3 natural, +1 size)
hp 38(5d10+5)
mp 13
Fort +5, Ref +7, Will +3
Immune disease, poison; Resist fire 15, ice 10, shadow 5

Speed 20 ft.
Melee 2 claws +7 (1d6 plus blindness)
Special Attacks Blindness(1d4+1 rounds, DC 13), Pumpkin Head
Spells Known(Black Mage CL 5th; concentration +7)
1st – Blizzard(DC 13), Detonate(DC 13), Fire(DC 13)
2nd – Blizzard II(DC 14), Burning Arc(DC 14), Detonate II(DC 14), Elemental Touch(Fire, Ice or Shadow), Fire II(DC 14), Frigid Touch, Icy Breath(DC 14)
3rd – Blizzara(DC 15), Blizzard III, Detonate III(DC 15), Fira(DC 15), Fire III(DC 15)

Str 12, Dex 16, Con 12, Int 14, Wis 14, Cha 8
Base Atk +5; CMB 5; CMD 18
Feats Athletic, Combat Casting, Improved Initiative
Skills Climb +10, Knowledge(arcana) +9, Perception +9, Spellcraft +9, Stealth +7, Swim +10
SQ Spiny Defense
Languages Abyssal, Infernal

Pumpkin Head(Su)
3/day, a boundfat can drop a pumpkin from the sky upon its foe within 15 feet from itself. The falling pumpkin must succeed at a range touch attack(+9) and does damage based on how low the boundfat's health is from max. For every 5 less health increase the damage of the spell by 1d8 to a maximum of 18d8 points of non-elemental damage(91 health lost) also increase the mana cost by 1 per every odd number dice added in to a maximum of 9 mana(17d8). Blue mages may learn this ability as a 1st level spell (DC 17).

Spiny Defense(Ex)
As a move action, a boundfat can roll itself up into a spiny ball. While rolled up, it gains a +3 enhancement bonus to its existing natural armor, and any creature attempting to grapple the boundfat takes 1d6 damage on making a grapple check. While rolled up, a boundfat cannot take an action other than leaving this state or casting a spell. The boundfat can leave this state as a move action.

Dark Hedgehog
This is a short and plump, vaguely reptilian-amphibian creature with black skin, a series of spikes on their back, and a mischievous grin.
CR 2 XP 600
NE Small Outsider(daemon, evil, extrplanar)
Init: +2; Senses Darkvision 60 ft., low-light vision; Perception +6

AC 15, touch 13, flat-footed 13(+2 Dex, +2 natural, +1 size)
hp 21(3d10)
mp 5
Fort +3, Ref +5, Will +2
Immune disease, poison; Resist fire 10, shadow 5
Weakness Ice

Speed 20 ft.
Melee 2 claws +4 (1d4-1)
Special Attacks Pumpkin Head
Spells Known(Black Mage CL 3rd; concentration +4)
1st – Detonate(DC 12), Fire(DC 12)
2nd – Burning Arc(DC 13), Detonate II(DC 13), Elemental Touch(Fire or Shadow), Fire II(DC 13)

Str 10, Dex 14, Con 10, Int 12, Wis 13, Cha 7
Base Atk +3; CMB 2; CMD 14
Feats Athletic, Combat Casting
Skills Climb +7, Knowledge(arcana) +6, Perception +6, Spellcraft +6, Stealth +6, Swim +7
SQ Spiny Defense
Languages Abyssal, Infernal

Pumpkin Head(Su)
2/day, a dark hedgehog can drop a pumpkin from the sky upon its foe within 15 feet from itself. The falling pumpkin must succeed at a range touch attack(+6) and does damage based on how low the dark hedgehog's health is from max. For every 5 less health increase the damage of the spell by 1d8 to a maximum of 18d8 points of non-elemental damage(91 health lost) also increase the mana cost by 1 per every odd number dice added in to a maximum of 9 mana(17d8). Blue mages may learn this ability as a 1st level spell (DC 17).

Spiny Defense(Ex)
As a move action, a dark hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +2 enhancement bonus to its existing natural armor, and any creature attempting to grapple the dark hedgehog takes 1d6 damage on making a grapple check. While rolled up, a dark hedgehog cannot take an action other than leaving this state or casting a spell. The dark hedgehog can leave this state as a move action.

Hedgehog Pie
This is a short and plump, vaguely reptilian-amphibian creature with bright red skin, a series of spikes on their back, and a mischievous grin.
CR 1/2 XP 200
NE Small Outsider(daemon, evil, extrplanar)
Init: +1; Senses Darkvision 60 ft., low-light vision; Perception +4

AC 13, touch 12, flat-footed 12(+1 Dex, +1 natural, +1 size)
hp 7(1d10)
mp 1
Fort +2, Ref +3, Will +1
Immune disease, poison; Resist fire 10
Weakness Ice and Lightning

Speed 20 ft.
Melee 2 claws +1 (1d4-1)
Special Attacks Pumpkin Head
Spells Known(Black Mage CL 1st; concentration +1)
1st – Detonate(DC 11), Fire(DC 11)

Str 8, Dex 12, Con 10, Int 10, Wis 12, Cha 7
Base Atk +1; CMB 0; CMD 11
Feats Athletic
Skills Climb +4, Knowledge(arcana) +3, Perception +4, Spellcraft +3, Stealth +5, Swim +4
SQ Spiny Defense
Languages Abyssal, Infernal

Pumpkin Head(Su)
1/day, a hedgehog pie can drop a pumpkin from the sky upon its foe within 15 feet from itself. The falling pumpkin must succeed at a range touch attack(+3) and does damage based on how low the hedgehog pie's health is from max. For every 5 less health increase the damage of the spell by 1d8 to a maximum of 18d8 points of non-elemental damage(91 health lost) also increase the mana cost by 1 per every odd number dice added in to a maximum of 9 mana(17d8). Blue mages may learn this ability as a 1st level spell (DC 17).

Spiny Defense(Ex)
As a move action, a hedgehog pie can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog pie takes 1d6 damage on making a grapple check. While rolled up, a hedgehog pie cannot take an action other than leaving this state or casting a spell. The hedgehog pie can leave this state as a move action.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#79
Hey there folks, another monster update including the hecteye and hedgehog pie families. I'll be posting the detailed version for roulette later. I couldn't find any decent blue magic for the hedgehog pies since all of them seem either way too overpowered for such a weak type creature or wouldn't really work well in the pathfinder settings. Alright, enjoy.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#80
Well, the Pumpkin Head spell could potentially be a thing. Something like doing 1d8 for every 5 hp below max you are, up to a total of, say, 10d8? You're going to have to at least have 51 hp to get that, which is a pretty hefty chunk of health gone, and would also justify it being a somewhat lower-level spell than most that could get that high of damage, since those just scale on their own without putting you in danger.
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