Climate: Temperate to Tropical
Terrain: Above or underground
Level: 4 (animal)
Height: approx 3' tall and 3 to 4' in length
1. Body Power (Cockatrice Racial Abilities): The cockatrice is an eerie, repulsive hybrid of lizard, cockerel and bat. They share the following abilities:
a. Body Power (Petrification Immunity): Cockatrices are immune to the petrification ability of other cockatrices but other petrifying attacks affect them normally (i.e. a medusa's gaze, a gorgon''s breath, etc.).
b. Heightened Endurance A +6
c. Heightened Ferocity A +8 (Natural Aggressiveness).
d. Natural Weaponry (Beak): +1 to hit and +2 damage. Should the Cockatrice make a successful HTH carrier attack, its touch acts as a Transmutation (Petrification) attack. Should the Transmutation attack succeed, then the victim must make two successful Endurance saving throws (d100) to avoid being instantly turned into stone (duration is indefinately – no wake-up rolls are allowed). Should the victim only succeed at one saving throw, then only the wound becomes petrified causing 2d8 damage. Partially petrified areas will revert back to their natural state after 1d6 hours. The petrifying power is second nature to the cockatrice so its PR cost is only 2 (instead of the normal 8).
[Editor's Note: I took liberties with the petrification power because I like the idea of a character being partially petrified instead of an all or nothing effect. Naturally the final say belongs to the GM.]
e. Size Change (Smaller): Permament. Height Factor: 2 (already factored into the cockatrice's movement rates, ranges, etc.). Weight Factor: .125 (already factored in).
f. Wings: 237" (54 mph), PR 1/hour.
h. Weakness (Reduced Strength): –6 Points
2. Natural Weaponry (Survival Experience): +2 to hit (includes Training Bonuses) and +1 damage (includes Training Bonuses).
Weight: 25 lbs.
Basic Hits: 1
Agility Mod: +8
Reactions from: Good: -3 Evil: -3
Hit Mod.: (0.7)(2.2)(1.8)(1) = 2.772
Damage Mod.: +2
Healing Rate: 0.5
Carrying Capacity: 26 lbs.
Basic HTH Damage: 1 point
Movement Rates: 23" ground, 237" air
Detect Hidden: N/A
Detect Danger: 30%
Inventing Points: N/A
Knowledge Areas: Hunting & Mating Rituals
2nd Level: +1 Accuracy with HTH Combat
3rd Level: +1 Damage with HTH Combat
4th Level: +1 Accuracy with HTH Combat