Cockatrice: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 7
[[Category:CR 7]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


[[Image:Cockatrice_1.png|384px|right|xx]]
| MonsterName = Cockatrice
== Cockatrice (CR 7) ==
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.
| Image = Cockatrice_1.png
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->


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.
| Role =
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


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 smallOddly enough, cockatrices eat mainly seeds, berries, vegetation, and insectsThey 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.
| Description = Misbegotten is a word perfectly suited to the cockatriceThey are small things, despite the terror they inspire, and look like large, emaciated chickens with extravagant wattles and large batwings instead of feathered wingsHonestly, they look a bit ridiculous.


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


=== GENERAL ===
: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.
'''CR''' 7  '''Hit Dice''' 10


'''XP''' 3,200
: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.


S, NE, Monstrous Beast
: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, gulleys, 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.


'''Init''' +3; '''Senses''' low-light, Perception +11


=== DEFENSE ===
| Alignment = Neutral Evil
'''AC''' 25, '''touch''' 16, '''flat-footed''' 21 (+5 armor, +4 dex, +5 natural, +1 deflection)
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


'''hp''' 102
| Size = Small
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


'''Fort''' +10, '''Ref''' +6, '''Will''' +6
| Type = Magical Beast
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


'''Aura:''' -
| Subtype =
  <!--If any-->


'''SR:''' -  
| NudgeBasicLoreValue =
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Special Defenses:''' -
| NudgeFullLoreValue =
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Immunities:''' Ability Drain and Petrification
| NudgeInit = +2
  <!--CR 7 INITIATIVE = +3 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Weaknesses:''' -
| Senses = [[Low-Light Vision]]
  <!--List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!-- [[Standard Vision]], [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]    -->
  <!-- [[Standard Hearing]], [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] -->
  <!-- [[Standard Scent]], [[Scent]], [[Keen Scent]], [[Perfect Scent]]            -->
  <!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]]          -->


=== OFFENSE ===
| NudgePerception =  
'''Speed''' 30 ft., Fly 60 (good)
  <!--CR 7 PERCEPTION = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''Space / Reach:'''  5 ft. / 5 ft.
| NudgeAC =
  <!--CR 7 AC = 25 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Single Melee''' Numbing Bite +12 (1d8+9/x2) + Numbing (1d2 points of Dex drain, Fort save (DC 17) for half)
| NudgeTouchAC =
  <!--CR 7 TOUCH AC = 16 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Full Melee'''
| NudgeFFAC =
:* Numbing Bite +13 (1d8+9/x2)+ Numbing (1d2 points of Dex drain, Fort save (DC 17) for half)
  <!--CR 7 FLAT-FOOTED AC = 21 -->
:* 2x Numbing Claws +13 (1d6+3/x2) + Numbing (1d2 points of Dex drain, Fort save (DC 17) for half)
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Ranged''' None, but see Flailing Frenzy
| NudgeHitPoints =
  <!--CR 7 HIT POINTS = 102 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->


'''Special Attacks''' Numbing, Flailing Frenzy, Tail Slap, Stone Prison


'''Action Points''' 0
<!--  SAVING THROWS  -->


=== STATISTICS ===
| Fort = S
'''Str''' 8, '''Dex''' 18, '''Con''' 14, '''Int''' 2, '''Wis''' 14, '''Cha''' 8
| Refl =  
| Will =  
  <!--CR 7 STRONG SAVE = +10; WEAK SAVE = +6 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


'''Base Atk''' +7; '''CMB''' +12; '''CMD''' 21
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Feats''' Fly-By Attack (EFFECT: As [[Spring Attack]] but with flight)
| SR =
  <!--Values: Y (for Yes), or leave blank-->


'''Skills''' -
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Languages''' -
| SpecialDefenses =
  <!--Put any DR or ER values here-->


=== SPECIAL ABILITIES ===
| StrongAgainst = * (Special1) Immune to Ability Drain
; Numbing (Su)
:::* (Special2) Immune to Petrification
Any time the cockatrice successfully hits an opponent with any of its attacks, that creature is also drained of 1d2 points of Dexterity. The creature may make a Fortitude save, DC 17, to reduce this drain by half.
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


; Flailing Frenzy (Ex)
| Hide-Type-Strong-Against-1 =
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 attack against all creatures adjacent to it (+13 to-hit versus AC).  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 1d6+2 damage, and suffer the Numbing effect (1d2 points of Dex drain, Fort save (DC 17) for half).
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type (if any))-->


; Tail Slap (Ex)
| Hide-Subtype-Strong-Against-1 =
Once per encounter, as a move action, the cockatrice may slap an opponent with its long scaly tail.  This is a melee touch attack rolled at +9 to-hit, and it inflicts (1d6+4/x2) points of damage, as well as the Numbing effect (1d2 points of Dex drain, Fort save (DC 17) for half).
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any))-->


; Stone Prison (Su)
| WeakAgainst =
In addition to the usual effects of Dex drain, enemies of the cockatrice who are drained to zero Dex are [[Petrified]].  Anyone who makes a Knowledge Nature roll against a [[Skills, Saves and Ability Checks#Skill Checks|Hard DC for CR 7]] may learn that cockatrice feathers soaked in cockatrice blood is an effective antidote for the petrified state, although for the ability drain, you're on your own. One cockatrice can supply enough blood and feathers to break up to ten Stone Prison effects.
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


=== TREASURE ===
| Hide-Type-Weak-Against-1 =  
sell value of approximately 2,375 gp
| Hide-Subtype-Weak-Against-1 =  
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any))-->


=== COMBAT TACTICS ===
| MoveTypes = Walk 30 ft., [[Lesser Flight]] 60 ft.
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 Fly-by Attack to use their Numbing Bite on as many foes as possible, to soften them up. They will continue using Fly-by 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. 
  <!--List the move type and distance (in feet). (E.g. "[[Jet]] 60 ft.") -->
  <!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]] -->
  <!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!-- [[Lesser Teleport]], [[Greater Teleport]]            -->


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.
| NudgeSpace =
  <!--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 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)-->


Once in combat, Cockatrices are far too mean to even consider withdrawal.  They fight to the death.
| NudgeReach =
  <!--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 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)-->
 
 
 
<!--  GENERAL ATTACK INFORMATION  -->
 
| MeleeOrNatural = Natural
  <!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)-->
 
| MultipliedDamageType =
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
 
| IgnoreSecondary =
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster has only a single attack during a full attack (e.g. swarms)-->
 
 
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Numbing Beak
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
 
| PriAtkNotes = + Numbing (1d2 Dex Drain, Fort Save DC17 for half)
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
 
| PriAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgePriToHit =
  <!--CR 7 PRIMARY TO-HIT = +13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgePriDamage =
  <!--CR 7 PRIMARY NATURAL DAMAGE = 1d8+9 -->
  <!--CR 7 PRIMARY MELEE DAMAGE = 1d8+10 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName = Numbing Claws
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
 
| SecAtkNotes = + Numbing (1d2 points of Dex drain, Fort save (DC 17) for half)
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkNotes-FullAtkOnly =
  <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--CR 7 SECONDARY TO-HIT = +13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 7 SECONDARY NATURAL DAMAGE = 1d6+3 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--CR 7 TERTIARY TO-HIT = +13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 7 TERTIARY NATURAL DAMAGE = 1d8+9 -->
  <!--CR 7 TERTIARY MELEE DAMAGE = 1d8+10 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--CR 7 QUATERNARY TO-HIT = +13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 7 QUATERNARY NATURAL DAMAGE = 1d6+3 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName =
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIncrementDistance =
  <!--Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first-->
 
| RangedAtkNumberOfIncrements =
  <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
 
| RangedAtkNotes = None, but see Flailing Frenzy
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| RangedAtkNotes-FullAtkOnly =
  <!--Use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
 
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =
  <!--CR 2 RANGED TO-HIT = +13 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 2 RANGED DAMAGE = 1d8+10 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!--Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications-->
 
| SiegeAtkName =
  <!--Name of siege attack (e.g. "Bite" or "Hurled Rock")-->
 
| SiegeAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.)-->
 
| SiegeAtkIncrement =
  <!--Only used of above field is not blank; Range increment in feet (e.g. 20 ft.); max range is calculated from this-->
 
| SiegeAtkNumberOfIncrements =
  <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
 
| NudgeSiegeCMB =
  <!--CR 2 SIEGE CMB = +12 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSiegeDamage =
  <!--CR 2 SIEGE DAMAGE = 1d2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 8
| Dex = 18
| Con = 14
| Int = 2
| Wis = 14
| Cha = 8
 
| NudgeCMB =
  <!--CR 7 CMB = +11 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD =
  <!--CR 7 CMD = 23 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
 
 
<!--  FEATS  -->
 
| Feat1 = Fly-By Attack
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 =
| Skill2 =
| Skill3 =
| Skill4 =
 
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 7 SKILLS = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
 
 
<!--  LANGUAGES  -->
 
| Languages =
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Numbing
 
| Ability-1-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = Any time the cockatrice successfully hits an opponent with any of its attacks, that creature is also drained of 1d2 points of Dexterity.  The creature may make a Fortitude save, DC {{#var:Special1SaveDC}}, to reduce this drain by half(0 or 1).
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special1SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special1StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Flailing Frenzy
 
| Ability-2-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = 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 (+{{#var:Special2TouchAttack}} to-hit versus touch AC).  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 1d6+2 damage, and suffer the Numbing effect (1d2 points of Dex drain, Fort save (DC 17) for half).
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special2SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special2StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Tail Slap
 
| Ability-3-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = Once per encounter, as a move action, the cockatrice may slap an opponent with its long scaly tail.  This is a melee touch attack rolled at +{{#var:Special3TouchAttack}} to-hit, and it inflicts {{#var:Special3SwiftDmg}} points of damage, as well as the Numbing effect (1d2 points of Dex drain, Fort save (DC {{#var:Special3SaveDC}}) for half).
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special3SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special3StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack = +2
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage = hi
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name = Stone Prison
 
| Ability-4-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description = In addition to the usual effects of Dex drain, enemies of the cockatrice who are drained to zero Dex are [[Petrified]].  Anyone who makes a Knowledge Nature roll against a [[Skills, Saves and Ability Checks#Skill Checks|Hard DC for CR 7]] may learn that cockatrice feathers soaked in cockatrice blood is an effective antidote for the petrified state, although for the ability drain, you're on your own. One cockatrice can supply enough blood and feathers to break up to ten Stone Prison effects.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special4SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special4StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special5SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special5StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special6SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special6StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special7SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special7StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special8SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special8StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special9SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special9StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = 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 Fly-by Attack to use their Numbing Bite on as many foes as possible, to soften them up.  They will continue using Fly-by 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  -->
 
| OutOfCombat =
 
 
}}

Revision as of 22:46, 10 December 2016

Cockatrice (CR 7)

Neutral 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

Senses:

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: +4

Strong Against:

  • * (Special1) Immune to Ability Drain
  • (Special2) Immune to Petrification
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 undefined damage type
    + Numbing (1d2 Dex Drain, Fort Save DC17 for half)Expression error: Unexpected < operator.

Full Attack (Melee):

  • 1x Numbing Beak +12 (2d10+7/x2)
    as undefined damage type
    + Numbing (1d2 Dex Drain, Fort Save DC17 for half)Expression error: Unexpected < operator.

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:

Special Abilities

Numbing (Su)

Any time the cockatrice successfully hits an opponent with any of its attacks, that creature is also drained of 1d2 points of Dexterity. The creature may make a Fortitude save, DC , to reduce this drain by half(0 or 1).

Flailing Frenzy (Su)

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 (+ to-hit versus touch AC). 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 1d6+2 damage, and suffer the Numbing effect (1d2 points of Dex drain, Fort save (DC 17) for half).

Tail Slap (Ex)

Once per encounter, as a move action, the cockatrice may slap an opponent with its long scaly tail. This is a melee touch attack rolled at + to-hit, and it inflicts points of damage, as well as the Numbing effect (1d2 points of Dex drain, Fort save (DC ) for half).

Stone Prison (Su)

In addition to the usual effects of Dex drain, enemies of the cockatrice who are drained to zero Dex are Petrified. Anyone who makes a Knowledge Nature roll against a Hard DC for CR 7 may learn that cockatrice feathers soaked in cockatrice blood is an effective antidote for the petrified state, although for the ability drain, 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, gulleys, 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 Fly-by Attack to use their Numbing Bite on as many foes as possible, to soften them up. They will continue using Fly-by 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

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)