Turkey (3.5e Monster)
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Turkey | |
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Size/Type: | Small Magical Beast |
Hit Dice: | 3d10+6 (22 hp) |
Initiative: | +0 |
Speed: | 20 ft. (4 squares), Climb 20 ft. |
Armor Class: | 19 (+1 Size, +8 Natural), touch 11, flat-footed 19 |
Base Attack/Grapple: | +2/-1 |
Attack: | Bite +4 melee (1d4) |
Full Attack: | Bite +4 melee (1d4) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | - |
Special Qualities: | Low-light Vision, Darkvision 60 ft., Scent |
Saves: | Fort +4, Ref +3, Will +3 |
Abilities: | Str 10, Dex 10, Con 12, Int 2, Wis 12, Cha 5 |
Skills: | Balance +5, Climb +5, Hide +5, Listen +2, Spot +2, Swim +5 |
Feats: | Improved Toughness, Iron Will |
Environment: | Temperate or Warm Swamp or Forests |
Organization: | Solitary or Troop (5-10) |
Challenge Rating: | 1 |
Treasure: | None |
Alignment: | Always Neutral |
Advancement: | 4-6 HD (Small); 7-12 HD (Medium) |
Level Adjustment: | --- |
That ain't no bird...
Turkeys are an unholy combination of Turtle and Monkey, and resemble scaly monkeys with a somewhat reptilian face and hard shell. Not particularly strong or fast, few people find them threatening, and their existence is contributed to a combination of whiskey and access to the same magics that created the Owlbear. They have found a niche in Kara-Tur, where rampant superstition has led to all sorts of weird stories about them. They're vampires. They can pull your soul out from your butt. They are raging cucumber addicts with supernatural kung-fu powers.
Seriously, it's a wonder anyone ever visits that country. Those people have issues.
Combat
Turkeys are fairly non-aggressive, unless you approach them suddenly or go near their eggs. Or live in Kara-Tur. They love messin' with people in Kara-Tur.
Skills: Turkeys have a +4 Racial Bonus on Balance, Climb, and Swim Checks.
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