Kookaburra
This squat bird has a large beak and small talons. Its call sounds like human laughter.
Originally Posted by Shade of the En World forums.
Kookaburras are carnivores, preying mostly on lizards, snakes, insects, mice and raw meat. They are territorial, with families singing as a chorus to mark their territory.
Kookaburras live in loose family groups, with the young from a previous generation helping to raise the next generation.
A kookaburra is 1-1/2 feet long and weighs about 1 pound. Body coloration ranges from white to cream-colored, while wings range from blue to brown with similar coloration on the tail. Some specimens have dark stripes around their eyes, and some have spots on their wings.
A kookaburra familiar grants its master a +3 bonus on Bluff checks.
Kookaburra | |
Tiny animal | |
Hit Dice | 1/2d8 (2 hp) |
Initiative | +4 |
Speed | 5 ft, Fly 120 ft. (24 squares) (good), Swim 10 ft. |
Armor Class | 16 (+2 size, +4 Dexterity), touch 16, flat-footed 12 |
Base Attack/Grapple | +0/-12 |
Attack | Bite +6 melee (1d3-4) |
Full Attack | Bite +6 melee (1d3-4) |
Space/Reach | 2-1/2 ft./0 ft. |
Special Attacks | – |
Special Qualities | Laughter imitation, Low-Light Vision |
Saves | Fort +2, Ref +6, Will +2 |
Abilities | Strength 3, Dexterity 18, Constitution 10, Intelligence 2, Wisdom 14, Charisma 7 |
Skills | Hide +12, Spot +6, Swim +4 |
Feats | Flyby Attack, Weapon Finesse (B) |
Environment | Temperate forests and marshes |
Organization | Solitary or family (2-12) |
Challenge Rating | 1/4 |
Treasure | None |
Alignment | Always neutral |
Advancement | None |
Level Adjustment | – |
COMBAT
A kookaburra perches on a branch and waits patiently for prey to come near, then swoops down upon it.
Laughter Imitation (Ex): A kookaburra’s call sounds like humanoid laughter. Listeners must succeed on a DC 10 Wisdom check to detect the ruse. A kookaburra does not intentionally use this ability to confuse humanoids, unless it has been taken as a familiar. The check DC is Constitution-based.
Skills: A kookaburra has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Originally appeared in Dragon Magazine #186 (1992).