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Cucco

Cuccos are peaceful, oblivious creatures, and are unaware of any combat unless and until they are involved in it personally – at which point, they will attempt to flee. If struck repeatedly (typically, if brought down to half health), they will use Cucco Storm and continue to attempt to flee under the cover of their rampaging brethren. If still pursued and struck again (brought down to Peril), they will use Cucco Storm again – and then, begin to fight back themselves, pecking at whatever Cucco-abuser is closest.

Cucco
Rank 3 Natural Blaster
HP: 32 MP: 0 SP: 24
Defense: 20 (Extreme) Concentration: 14
Initiative: +6 Evasion: 10
Size: Small Vitality: 16
Movement: 6 (Walking), 3 (Flying)
Strike Damage: 15
To-Hit Check: +9 Range: Melee
Cucco Storm Damage: Special
12 Stamina Range: Field
The weather in the area changes to Cucco Storm (Rank 1). While the weather is Cucco Storm, each combatant takes (Rank) damage at the start of their turn if they have harmed a Cucco recently. This damage is not modified by Defense, Resistances, or any other factors. If Cucco Storm is used again, increase the Rank of Cucco Storm weather by 1.
Default Weapon: Cucco Beak
(Rank 3 Natural Hand Axe)
Accuracy: 3 Attack: 13 Durability: 11
Limited Intelligence
Immunity: Distracted
Combat 2 Willpower 0 Accuracy 6
Hearts 8 Magic 0 Stamina 6
Athletics 2 Arcana 0 Nature 1
Civilization 0 Perception 2 Agility 6
Fortitude 6 Influence 1 Command 0
Intimidate 1 Discipline 4 Insight 1
Mechanics 0 Perform 1 Guile 0
Smithing 0 Enchanting 0 Cooking 0
Drops 2x Cucco Down (Rank 3 Monster Part)
5x Cucco Meat (Rank 3 Food Ingredient)

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This is a mirror of Reclaim the Wild's supplement Ravage the Wild's rules and and is based on the publicly available PDFs of it. This website isn't in any way affiliated with either Nintendo, or the Reclaim the Wild's team.