Cockatrice: Difference between revisions

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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 4
| Max-CR = 12


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


   }}</onlyinclude>
   }}</onlyinclude>
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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Magical Beast
| Type | Magical Beast
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
Line 1,364: Line 1,368:


| Role-Only--Replace-Sneak-Power--Description =  
| Role-Only--Replace-Sneak-Power--Description =  
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
Line 1,403: Line 1,461:




<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Given their pugnacious and vicious nature, it is surprising how cohesive cockatrice flocks can be. Once established, a flock will usually persist until it is destroyed, which can take quite a long time. Some extremely powerful monsters, or those immune to their petrification, sometimes keep Cockatrices as extremely nasty guardian beasts. Liches and vampires, in particular, seem to enjoy the company of a cockatrice, and even mightier Undead have been known to keep them around, such as Deathknights.
| OutOfCombat = Given their pugnacious and vicious nature, it is surprising how cohesive cockatrice flocks can be. Once established, a flock will usually persist until it is destroyed, which can take quite a long time. Some extremely powerful monsters, or those immune to their petrification, sometimes keep Cockatrices as extremely nasty guardian beasts. Liches and vampires, in particular, seem to enjoy the company of a cockatrice, and even mightier Undead have been known to keep them around, such as Deathknights.

Latest revision as of 02:01, 22 January 2023

Cockatrice (CR 7)

Pure Evil - Small - Magical Beast
Lore: Know (Arcana)
14 29
Basic DC Full DC
Initiative
Initiative Icon 2.png
13
Perception:
21 +11
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
23
Man Def
Shield Icon 3.png
23
Monster Health
113 56 11
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +9
Refl: +4
Will: +3

Strong Against:

Weak Against:

Offense

Size: Small
5 ft. 5 ft.
Space Reach
To-Hit
+12
Sword Icon 3.png
Man Off
+11
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Numbing Beak +12 (2d10+7/x2)
    as piercing (physical, common)
    plus: Numbing (1d3 DEX damage, Fort Save DC 18 for half)

Full Attack (Melee):

  • 1x Numbing Beak +12 (2d10+7/x2)
    as piercing (physical, common)
    plus: Numbing (1d3 DEX damage, Fort Save DC 18 for half)
  • 2x Numbing Claws +12 (2d6+2/x2)
    as slashing (physical, common)
    plus Numbing (1d3 DEX damage, Fort Save DC 18 for half)

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

8
STR
18
DEX
14
CON
2
INT
14
WIS
8
CHA

Skills:

Languages:

Feats:

Special Abilities

Numbing (Su) Automatic after successful attack

Any time the cockatrice successfully hits an opponent with any of its attacks, that creature also suffers 1d3 points of DEX Damage. The creature may make a Fortitude save, DC 18, to reduce this drain by half (rounding down).

Flailing Frenzy (Su) Full Attack Action 1/Enc

Once per encounter as a full attack action, the cockatrice may erupt in a frenzied outburst, its long, leathery bat wings flapping all around. It may make a melee touch attack against all creatures adjacent to it, at 1d20 + 16 vs. AC (always hits on a 17+ on the die). Once it has rolled to-hit against all foes it can reach, it may make a 5-foot step. If it can now target new enemies that are adjacent to it, it may roll additional attacks against all of those foes as well. It may never target a foe more than once using this ability. All creatures that are struck by this Flailing Frenzy attack take 2d8+4 points of buffeting (physical, uncommon) damage, and suffer the Numbing effect (1d3 points of DEX damage, Fort save (DC 18) for half).

Tail Slap (Ex) Swift Action 1/Enc

Once per encounter as a swift action, the cockatrice may slap an opponent with its long scaly tail. This is a melee touch attack rolled at 1d20 + 16 vs. AC (always hits on a 17+ on the die). If it hits, it inflicts 2d6+2 points of bludgeoning (physical, common) damage, as well as the Numbing effect (1d3 points of DEX damage, Fort save (DC 18) for half).

Stone Prison (Su) Special

In addition to the usual effects of Dex damage, enemies of the cockatrice who are drained to 1 Dex are Petrified. Anyone who makes a Knowledge (Nature) roll against a DC of 27 may learn that cockatrice feathers soaked in cockatrice blood is an effective antidote for the petrified state, although for the Ability Damage, you're on your own. One cockatrice can supply enough blood and feathers to break up to ten Stone Prison effects.

Cockatrice

Cockatrice

Misbegotten is a word perfectly suited to the cockatrice. They are small things, despite the terror they inspire, and look like large, emaciated chickens with extravagant wattles and large batwings instead of feathered wings. Honestly, they look a bit ridiculous.

The potent magical abilities of the cockatrice, however, ensure that no matter how silly it looks, it gets a lot of respect.

The cockatrice is feared because the touch of a cockatrice is inimical to all living things. The touch of a cockatrice is cold and numbing, according to everyone who has encountered one and lived, and every touch, every brush, leeches the vitality and mobility out of those touched.

Cockatrices are well-aware of their deadly touch and use it in combat, so that despite their small size and ridiculous appearance, their lairs tend to be decorated with the paralyzed remains of victims large and small. Oddly enough, cockatrices eat mainly seeds, berries, vegetation, and insects. They only attack larger creatures due to their utter, intractable viciousness. A cockatrice that has seen you is going to attack you, and they don't need such excuses as 'defending their lair' to do it.

Cockatrices can be found nearly anywhere there are bugs and plants, and they thrive, being hardy, fecund, and adaptable. They will nest in fallen logs, gullies, caves, ruins, overhangs, river banks, nearly anywhere. They are ardent burrowers, albeit slow, so they tend to like areas with soft ground for their burrows.

Combat Tactics

Cockatrices are mean, aggressive, territorial, and vicious. They are also surprisingly good fliers. If they are able to, they will swoop past their enemies, squawking loudly and using Spring Attack to use their Numbing Bite on as many foes as possible, to soften them up. They will continue using Spring Attack for as long as the tactic is working well for them. If their enemies have effective ranged attacks, or seek cover against flight mobility, Cockatrices will fly into melee and fearlessly engage, despite their small size.

Once in melee, they will use Flailing Frenzy as early as possible, both to drain their foes and set themselves up for flanks. If they are only able to reach one foe they will use Tail Slap instead and use Flailing Frenzy as soon as they have more victims.

Once in combat, Cockatrices are far too mean to even consider withdrawal. They fight to the death.

Out of Combat

Given their pugnacious and vicious nature, it is surprising how cohesive cockatrice flocks can be. Once established, a flock will usually persist until it is destroyed, which can take quite a long time. Some extremely powerful monsters, or those immune to their petrification, sometimes keep Cockatrices as extremely nasty guardian beasts. Liches and vampires, in particular, seem to enjoy the company of a cockatrice, and even mightier Undead have been known to keep them around, such as Deathknights.

Rewards

XP: 3,200

Treasure: Sellable Goods worth 2,875 gp.

Weight: 70 lbs.     Volume: 2.8 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)