Hit Dice: 1/2d8+1 (3 hp)
Speed: 20 ft., fly 20 ft. (clumsy)
Armor Class: 16 (+3 dex,+1 natural, +2 size), touch 15, flat-footed 13
Base Attack/Grapple: +0/-12
Attacks: Flurry +5 melee (1d3-4)
Damage: Flurry +5 melee (1d3-4)
Special Attacks: Crow, pounce
Special Qualities: Ferocity, limited flight
Face/Reach: 2 1/2 ft./0 ft.
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 3, Dex 16, Con 12, Wis 12, Int 2, Cha 12
Skills: Balance +9, Bluff +3, Escape Artist +7, Hide +9, Intimidate +3, Listen +3, Spot +5, Survival +7
Feats: Weapon Finesse
Climate/Terrain: Any temperate or warm land
Organization: Solitary, 2-4 Clutch, 5-20 Flock
Challenge Rating: 1/2
Alignment: Always Neutral
Advancement: 1-2 HD (Tiny)
Level Adjustment: --
A gamecock is a lithe, agile fowl bred for their quickness and ornery temperment for use in fights. Their heads are small and narrow to a curved beak, and their wattles and combs are very unpronounced, having mostly been bred out of the stock as to remove an object for the rooster's opponent to grab onto. Its legs are thickly scaled, and its talons sharpened. From the inner sides of the leg grow two vicious, several inch long spurs that have had razor-sharp bits of metal fitted over to inflict more cruel damage.
Gamecocks are naturally bluffers, pretending to peck the ground and search for food, sometimes even walking off, before suddenly flying into the air to strike its opponent with its flurry of beak, claws and spurs. They lift their feathers high and appear to increase in size to further intimidate.
As a full-round action, a gamecock can utter a piercing crow that will awaken those that slumber naturally within 100 feet and can be heard out to a mile or two.
A gamecock is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Limited Flight (Ex):
A chicken is a poor flyer and generally can "fly" for short distances. It can use its flight ability to prevent taking falling damage or to fly upwards up to 20 feet. The chicken must always land at the end of its flight each round.
When a gamecock makes a charge, it can follow with a full attack, including a spur attack (+5 melee, 1d3-4 damage, 19-20/x2).
Gamecocks have a +2 racial bonus on intimidate and bluff checks, a +4 bonus to balance, escape artist, hide and spot checks, and a +6 bonus to survival checks. While in tall undergrowth this hide bonus increases to +6.
Gamecocks As Familiars
A gamecock grants a +3 bonus to Bluff checks.