Hit Dice: 5+5
Armor Class: 2[17] (plate and shield)
Attacks: 2 sword attacks (1d8+1), or lance (1d8+1)
Saving Throw: 12
Morale: 11
Special: Brave, mounted mastery, coordinated charge, leadership, parry
Move: 6 (15 mounted)
Alignment: Law
Number Encountered: 1d4
% in Lair: 20
Challenge Level/XP: 6/400
Turkey Knights belong to an eccentric but highly disciplined martial order whose members breed and train enormous turkeys for war. Their brightly colored heraldry and feathered crests have caused more than one opponent to laugh upon first seeing them. Few continue laughing after the charge.
Turkey Knights normally fight from the backs of specially bred War-Turkeys, directing their mounts with knees, calls, and whistles while leaving both hands free for battle.
Brave: Turkey Knights gain a +2 bonus on saving throws against fear and similar effects. In addition, they make Morale checks at 11 even if separated from their mounts.
Mounted Mastery: While mounted upon a War-Turkey, the knight gains +1 to hit against man-sized or smaller opponents and a +2 bonus on saving throws or other rolls made to avoid being thrown or dismounted.
The Turkey Knight is an expert enough rider that ordinary movement and melee combat do not require riding checks.
Coordinated Charge: If the Turkey Knight and mount have at least 20 feet of clear space before attacking, the knight may make a mounted charge.
A charging lance attack gains +2 to hit and inflicts 2d8+2 damage.
Alternatively, the knight may charge with a sword, gaining +2 to hit and +1d6 damage.
If the knight's attack hits, the victim must also make a saving throw or be knocked down if roughly man-sized or smaller. A knocked-down creature loses its next movement and attacks at –2 until it regains its feet.
Only one coordinated charge may be made against a particular opponent in a round; the Turkey Knight cannot combine it with his normal two sword attacks.
Leadership: Once per day, a Turkey Knight may bellow commands, rallying cries, and surprisingly elaborate poultry-themed battle maxims. For 6 rounds, allies within 30 feet who can hear him gain +1 to attack rolls and saving throws.
The bonus ends if the Turkey Knight is killed, rendered unconscious, or flees.
I much prefer +1 here to retaining the 5e 1d4. It accomplishes exactly the same conceptual purpose but speaks fluent old-school.
Parry: Once per round, the Turkey Knight may use his shield or weapon to parry one melee opponent, gaining +1 AC against that opponent until the beginning of his next turn.
Thus his normal AC 2[17] becomes AC 1[18] against that attacker.
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WAR-TURKEYHit Dice: 4+2
Armor Class: 5[14]
Attacks: Beak (1d6), talons (1d8)
Saving Throw: 13
Morale: 10
Special: Keen senses, sure-footed, trained mount, gobbled rush
Move: 15
Alignment: Neutrality
Number Encountered: 1d4
% in Lair: 20
Challenge Level/XP: 4/120
War-Turkeys are enormous birds selectively bred for strength, speed, aggression, and an inexplicable willingness to permit armored humanoids to ride upon their backs. A mature specimen stands nearly five feet at the shoulder and possesses powerful legs capable of carrying an armored warrior at alarming speed.
Their training does nothing to diminish their natural territorial disposition.
Keen Senses: War-Turkeys are surprised only on a roll of 1 on 1d6 when sight or smell could reasonably alert them to danger.
Sure-Footed: A War-Turkey gains +2 on saving throws or other rolls made to avoid falling, being knocked down, or losing its footing.
Trained Mount: A War-Turkey trained by the order remains under its rider's control during combat and does not ordinarily test Morale independently while its Turkey Knight remains mounted.
If its rider is slain, the War-Turkey immediately makes a Morale check. If successful, it continues attacking whoever killed or threatened its rider.
I rather like that little addition because it reinforces that these are genuine bonded war animals rather than disposable vehicles.
Gobbled Rush: Once per combat, a War-Turkey may emit a thunderous gobble and barrel through the enemy.
The bird may move up to its full movement in a reasonably straight line. Any man-sized or smaller creature directly in its path must make a saving throw.
Failure causes 1d8 damage and knocks the victim aside and prone.
Success means the creature leaps aside and suffers no damage.
The War-Turkey may pass through the spaces of creatures knocked aside in this fashion, but the rush ends immediately if it encounters a creature too large to bowl over or an obstacle it cannot pass.