Griffon
Large animal- Challenge
- STR
- 4
- DEX
- 2
- CON
- 3
- INT
- −4
- WIS
- 1
- CHA
- −1
- Fort
- +4
- Ref
- +4
- Will
- +0
Keen Sight. The griffon has advantage on Perception checks that rely on sight.
Maneuvers. The griffon uses maneuvers (maneuver save Difficulty 14). It has 5 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: dive attack, pounce, spring attack, tear flesh, trip
Actions (2)
Beak (1/turn). Melee Weapon Attack: +5 to hit. Hit: 8 (1d8 + 4) piercing damage.
Claws (1/turn). Melee Weapon Attack: +5 to hit. Hit: 11 (2d6 + 4) slashing damage.
Maneuvers
As an action while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.
On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage and target a creature of a larger size for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.
On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage and bleeding level by 1 for each additional stamina die expended.