The Dragonlance Nexus

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Wild Turkey

D&D 3e (3.0/3.5) Rules

by Kendermage

Size/Type: Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 20 ft., fly 60 ft. (average)
Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +0/-2
Attack: Talon +1 melee (1d4-2)
Full Attack: Talon +1 melee (1d4-2) and bite -4 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: low-light vision
Saves: Fortitude +3, Reflex +3, Will +2
Abilities: Str 6, Dex 12, Con 12, Int 2, Wis 14, Cha 6
Skills: Hide +5/*+9, Listen +4, Spot +16
Feats: Alertness
Environment: temperate forests
Organization: solitary, pair, or flock
Challenge Rating: 1/2
Treasure: none
Alignment: Neutral
Advancement: 2-3 HD (medium)
Level Adjustment: -


Turkeys are very cautious birds and will run or fly away at the first sign of danger. The only exceptions to this are when their young or their flock is in danger, then the turkey will attack using its sharp talons and a pecking bite.


The wild turkey has keen eyesight and is very stealthy as such they gain a +8 racial bonus on Spot and a +4 racial bonus on Hide checks. *In areas of tall grass or dense underbrush the hide bonus rises to +8.

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