Chocobo Esper (3.5e Monster)

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Author: The-Marksman (talk)
Date Created: January 2024
Status: Complete
Editing: Clarity edits only please
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A normal riding Chocobo, and the infamous "Fat" Chocobo Esper

A breed of flightless bird, standing at just under 6'0" at the shoulder and its head extending up to around 8'0" when it stands up right. They are characterized by their yellow feathers, distinct odor, and the unforgettable chirp, "kweh!" They have large wings and long necks with a wide, very hard, orange beak. They have three-toed feet (two front-facing and one back-facing) with long, sharp knife shaped claws.

Size/Type: Large Outsider (Esper)
Hit Dice: 4d12 + 12 (60 hp)
Initiative: +9
Speed: 60 ft (300 ft while running)
Armor Class: 15 (1 Natural armor, 5 Dex, -1 size), touch 14, flat-footed 11
Base Attack/Grapple: 4/+12 (4 BAB, 4 Str, +4 size)
Attack: Beak +8 melee (1d6 + 4)
Full Attack: Beak +8 melee (1d6 + 4)
Space/Reach: 10 ft/10 ft
Special Attacks: Chocobo Kick, Run, Escape, Mount, Chocobuckle

Word of Recall (Su): While on the Material Plane, Espers can use Word of Recall at will, as the spell (cl 14th), except that it can only take them back to their home plane and also works across planar boundries and the creature can transport only itself and up to 50 pounds of objects.

Special Qualities: Darkvision 120 ft, Low-Light Vision, 25% Fortification against critical strikes, immune to banishment, dismissal, petrification, death-effect, polymorphing, fear and any enchantment or compulsion effects. +4 racial bonus on saves against all stunning effects, poisons and diseases.
Saves: Fort +7, Ref +9, Will +6
Abilities: Str 19, Dex 20, Con 16, Int 4, Wis 14, Cha 16
Skills: Climb +11, Jump +11, Listen +9, Spot +9, Swim +11
Feats: Endurance, Improved Initiative, Run
Environment: Usually Forests, Sometimes Open plains or Low Warm Mountains
Organization: Solitary, Pair (2), Flock (3+)
Challenge Rating: 4
Treasure: None
Alignment: True Neutral
Level Adjustment:

Domesticated for their gentle nature and their swift footspeed, Chocobos are known to be intelligent enough to understand some of the Common language. They are often used as a mode of ground transportation as mounts and for pulling wagons and carts. Some are bred and trained as war mounts and used by soldiers. Chocobos have an infamous pungent odor often commented on by those that get too close to them. Reportedly, feeding them high quality Gysahl Greens helps get rid of their musk. Feral Chocobos call with a boisterous 'wark', not the domestic breed's mild 'kweh'."


A Chocobo is brave and will not run from combat around it, especially when it has a rider. But doesnt directly care for being in combat. As such a Chocobo's first instinct is to avoid combat where possible. However, when forced to defend themselves, they generally use their beak to peck with the reach of their long necks as a warning. If pressed however, they will use their Chocobo Kick to defend themselves.

Special Attacks[edit]

Chocobo Kick (Ex): As a full round action a Chocobo can make a single melee attack to deliver a strong kick to an opponent in front of it. Because of the awkward balance needed, a Chocobo takes a -2 on the attack roll but it deals 2d6 + strength damage with a threat range of 19-20 x2.

Run: Chocobos gain run as a bonus feat.

Escape: Once per day, the Chocobo can tap into an additional well of energy, allowing it to exert extraordinary effort in a burst of speed. For 1 round, the Chocobo's movement speed is increased to 6 times its normal speed. This burst of speed enables the Chocobo to cover incredible distances in a short amount of time, making it an ideal choice for quick escapes or strategic maneuvers.

Mount: (Su): A Summoner may summon the Chocobo to serve as a mount. This decision to summon the Chocobo as a mount must be made before the Chocobo is summoned and cannot be changed after. The Summoner can summon the Chocobo at will for this purpose, and it can stay indefinitely when summoned for mount purposes. When summoned as a mount, because the Chocobo is bonded with the Summoner it will only accept the Summoner as a rider unless there are dire extenuating circumstances (at the DM's discretion). The Chocobo will not participate in combat for any reason when summoned as a mount and is completely incapable of using its Chocobo Kick and Overdrive abilities at all. Instead, it will assist its rider in fleeing from combat or traveling through it and can even use its Escape ability if needed. If forced into a direct combat situation, the Chocobo will use its "Word of Recall" ability to return to its original plane, regardless of the consequences to the Summoner or any other rider.

While the Chocobo is summoned as a mount, the Summoner's normal abilities are not restricted as they would be when summoning a regular Esper. However, the Summoner cannot summon another Esper while the Chocobo is summoned as a mount. Attempting to do so will cause the Chocobo to be dismissed.


Chocobuckle (Su): When a Summoner directs a Chocobo to use its Overdrive ability the Summoner also designate a spot within 100 feet. The Chocobo rears its head up into the air and releases a bellowingly loud "KWARRRRK!!!!". Unlike most Overdrives, this ability has a separate application when used out of combat.

In Combat
This causes the "Fat" Chocobo to materialize 10 feet above the designated the ground, or above any creatures in the designated spot and fall to the the creature or the ground, slamming into anything in that space dealing Overdrive damage of 4d8 + (Summoner level X3). Creatures within 5 feet of he Chocobo must make a reflex saving throw or take half that amount. However, because the "Fat" Chocobo is a pacifist, if he sees combat going on he will use word of recall as an immediate action to disappear at the end of the Summoner's current turn.

Out of Combat
When the "Fat" Chocobo is summoned out of combat, he still materializes in the same manner, but will remain for up to 10 minutes per Summoner level or until dismissed. The "Fat" Chocobo speaks common. He is kind, polite, very wise and has a good sense of humor. He is happy to help store items for the party in his bag that he can summon at will from his residence on the Astral Plane. The "Fat" Chocobo will never relinquish possession of the bag to the party. He will take objects from the party and place them into the bag, or retrieve objects from the bag to give back to the party.

This bag acts as a bag of holding, but with a couple of exceptions. First, there is never any risk of the bag rupturing from sharp objects being placed in it. It also does not interact in any way with other bags or portable holes, however, the "Fat" Chocobo will adamantly decline any request to place into his bag; other magical storage containers of any kind, explosives, anything that has a terrible odor, or anything else at the DMs discretion.

As the Summoner levels up, so too does the size of the "Fat" Chocobo's storage bag. As the Summoner unlocks new tiers of summons, the bag increases in the following ways, mimicking a Bag Of Holding.

Bag Bag Weight Contents Weight Limit Contents Volume Limit
Level 1 Summoner 15 lb. 250 lb. 30 cu. ft.
Level 5 Summoner 25 lb. 500 lb. 70 cu. ft.
Level 8 Summoner 35 lb. 1,000 lb. 150 cu. ft.
Level 12 Summoner 60 lb. 1,500 lb. 250 cu. ft.

"Fat" Chocobo
Size/Type: Large Outsider (Esper)
Hit Dice: 10d12 + 30 (150 hp)
Initiative: -1
Speed: 20 ft
Armor Class: 18 (10 Natural armor, -1 Dex, -1 size), touch 9, flat-footed 19
Base Attack/Grapple: 10/21 (10 BAB, 3 Str, +8 size)
Attack: Slam +13 melee (2d6 + 3)
Full Attack: Slam +13 melee (2d6 + 3)
Space/Reach: 15 ft/15 ft
Special Attacks: Powerful Build, Wild Empathy, Damage Reduction 3/-

Tongues (Su): All Espers can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
Word of Recall (Su): While on the Material Plane, Espers can use Word of Recall at will, as the spell (cl 14th), except that it can only take them back to their home plane and also works across planar boundries and the creature can transport only itself and up to 50 pounds of objects.

Special Qualities: Darkvision 120 ft, Low-Light Vision, 25% Fortification against critical strikes, immune to banishment, dismissal, petrification, death-effect, polymorphing, fear and any enchantment or compulsion effects. +4 racial bonus on saves against all stunning effects, poisons and diseases.
Saves: Fort +10, Ref +6, Will +17
Abilities: Str 16, Dex 8, Con 17, Int 14, Wis 25, Cha 18
Skills: Appraise +18, Concentration +9, Diplomacy +19, Gather Information +17, Handle Animal +10, Knowledge (Arcana) +15, Knowledge (History) +9, Knowledge (Religion) +9, Knowledge (The Planes) +9, Search +20, Sense Motive +25, Spot +20, Use Magic Device +10
Feats: Iron Will, Negotiator, Skill Focus (Appraise), Skill Focus (Sense Motive)
Environment: Warm or temperate plains or Underground
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Neutral Good
Level Adjustment:

Powerful Build (Ex): The physical stature and girth of the "Fat" Chocobo lets him function in many ways as though he were one size larger. Whenever the "Fat" Chocobo is subject to a size modifier or special size modifier for an opposed checks (such as a grapple checks, bull rush attempts or trip attempts) the "Fat" Chocobo is treated as one size larger if doing so is advantageous to him. He is also considered one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. The "Fat" Chocobo can use weapons designed for a creature one size larger without penalty. However his space and reach remain that of a creature his actual size. The benefit of this feature stacks with the effects of powers, abilities and spells that change the subject’s size category.

Wild Empathy (Ex): The "Fat" Chocobo can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The "Fat" Chocobo rolls 1d20 and adds his hit dice and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the "Fat" Chocobo and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The "Fat" Chocobo can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Marksman's Homebrews
Classes Battle Juggernaut, Bewitcher, Bounty Hunter, Cat Burglar, Divine Healer, Enchantress, Footpad, Grimslayer, Half-Nymph, Half-Rylvain, Hunter, Ki Warrior, Martial Artist, Noble, Platinum Dragoon, Radiant Champion, Rylvain, Saiyan Warrior, Scout, Socialite Deluxe, Spy, Undead Slayer, Undead Stalker, Warlord, Wolverine
Races Elven Nymph, Half-Drow, Elf, Half-Giant, Half-Nymph, Half-Rylvain, Half-Saiyan, Liantia, Moogle, Namekian, Ronso, Rylvain, Saiyans, Xanthian
Character Options Ascended Super Saiyan, Ascetic Juggernaut, Awesome Blow, Enhanced Ki Pool, Full Power Super Saiyan, Saiyan Elite, Tail Defense, Ultra Super Saiyan
Equipment Cloak of Bullshit, Cloak of Greater Bullshit, Cloak of Lesser Bullshit, Dragon Balls, Excalibur, Potion of Youth
Spells & Powers Condition, Eternal Charm Monster, Eternal Charm Person, Eternal Slumber, Reraise, Restore Youth, Steal Youth, Summon Wyvern
Invocations After Image, Alternate Delivery, Beam Blast, Candy Beam, Death Beam, Destructo Disc, Dragon Fist, Energy Channel, Energy Rings, Explosive Wave, Final Explosion, Flash Step, Four Witches, Fusion Dance, Greater Ki Transmutation, Healing Spirit, Improved Intimidating Ki, Improved Ki Charging, Improved Ki Flying, Improved Ki Volley, Instant Transmission, Intimidating Ki, Kaio-ken, Ki Barrage, Ki Charging, Ki Enhancement, Ki Flying, Ki Sense, Ki Shield, Ki Sight, Ki Supression, Ki Sword, Ki Transmutation, Ki Wind, Lesser Electrical Transmutation, Lesser Fire Transmuation, Lesser Frost Transmutation, Master Ki Transmutation, Multi-Form, Neo Tri Beam, Nova Chariot, Power Ball, Scatter Shot, Solar Flare, Spirit Ball, Spirit Bomb, Super Ghost Kamikaze Attack, Tri Beam, Warp Blast
Espers Bomb, Cactuar, Cait Sith, Chocobo Esper, Cockatrice, Esper, Goblin, Kirin, Mindflayer, Shiva, Siren, Sylph, Tonberry, Unicorn
Monsters Adamantoise, Ash Viper, Behemoth, Drake, Malboro V.2, Murder of Crows, Tangle Tree
Other Aralhal, Celesdra, Golbez System, James Houlton, Levels That Spells Are Obtained, Rydel Taerun, Shenron, Spirit Beast
Sandbox 1 / Box 2 / Box 3 / Box 4 / Box 5 / Box 6 / Box 7 / Box 8 / Box 9 / Organized table of published races with statistics / Talk page

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AlignmentTrue Neutral + and Neutral Good +
AuthorThe-Marksman +
Challenge Rating4 + and 10 +
EnvironmentUsually Forests, Sometimes Open plains or Low Warm Mountains + and Warm or temperate plains or Underground +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeLarge +
SubtypeEsper +
TitleChocobo Esper +
TypeOutsider +