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Griffin
Started by dogshitfartelectric

Art by Mark Tarrisse

“Half-eagle, half-lion, just like on me lord’s coat. Majestic beast if not for its constant prowling of our livestocks. Seen it me own eyes, up and stole a pair of goats just like that!”


Griffin


Griffins have always been important creatures in the Realms, even holding their own constellation within the skies. Their image has been imitated over and over in the form of Hybrids such as the chimera or manticore, but never do such aberrations come close to capturing the natural quality of a griffin. As the regal embodiment of loyalty, bravery, and strength, often enough these creatures do live up to these expectations due to their tenacity and vicious nature. They prowl the skies, swooping down on their targets with deadly accuracy and claws as sharp as steel. Griffins are never to be taken lightly and are never to be provoked without unshakeable assurance of victory.

Griffins can be easily spotted due to unique, seemingly half-lion and half-eagle anatomy. Their body, legs, and tail are similar to a lion whilst their wings, talons, and heads are akin to those of an eagle. Roughly 4 meters long with a wingspan of 7 meters, they are large and strong creatures, capable of sustained flight. They have four limbs in total, two lion-like hind legs and two feathered, bird-like front legs. The hind legs are especially muscular, allowing them to take off into flight and strike at their enemies. Their fore legs are more agile and end in sharp talons capable of grasping prey and shredding it to ribbons. 

They are territorial and usually stray clear of mortals, often preferring livestock such as sheep, goats, and cows as their meals. However, when provoked, griffins will fight ferociously. Their position as an apex predator in most environments gives them, as some report, a bit of an ego. They are most commonly found in hilled and mountainous areas, their nests kept at safe high-points, but it isn’t uncommon to see them venture into the lowlands and forests to hunt. When in combat, griffins alternate between aerial and grounded combat, targeting their prey with swoop attacks and divebombs to wear them down, then landing to strike with the close-range abilities at their disposal. 

These large, majestic creatures are also known to toy with their prey, slowly consuming them piece-by-piece while still alive. Furthermore, they are extremely loyal and tend to mate for life. Where one is seen, a second is likely not far behind, and should they encounter grave danger, the intelligent creatures will make loud, bird-like calls to alert their mate for help, however far they may be. This often puts both hunters on a timer when attempting to slay griffins.

The perfect, natural meld of a griffin’s anatomy has been long-mimicked but never replicated quite right: it simply seems impossible that a thing of pure nature could be made again from unnatural means.

 

Written by Insert and Electric

DM Guide


The information below is almost exclusively intended for DMs: an explanation of the creature's behaviour, weaknesses, its unique abilities, and a full statblock to aid in rolling checks and contests where applicable. Characters may reasonably have the knowledge of the information in the above post. The information below is more OOC-facing and can be learned in detail via IC research (a research ticket or event) or known in vague, broad strokes where applicable: common sense applies! A Falstoner may have a vague idea of a Faded Steppe creature's abilities, but not specifics. For example: "the creature spews blood, but I don't know how, when, and what that looks like."

Not every spell, feat, or ability interaction is defined for beasts. DMs are expected to use their discretion when adjudicating interactions that are not explicitly covered. Additionally, the mechanics of bestiary creatures are set in stone and not open for adjustment unless specific issues are noted through DMed encounters.

Spoilers ahead... proceed with caution! Here be dragons!


Weaknesses

Whilst agile in the air, their sheer size makes them a relatively easy target for ranged weaponry. Additionally, should their wings take enough damage, they will become incapable of flight, grounding them for the rest of the encounter. 

 

Statblock

Boons

[Flight] As an action, the griffin can take flight and circle above the battlefield to deliver aerial swoop attacks with its talons and beak with +1 to hit. While in the air, Ranged attacks against the griffin have a +1 to hit and Skirmishing attacks have a -1. The griffin will likely be out of range for Melee attacks while flying, but in the case it isn’t, they have a -2 penalty to hit. The griffin can only spend 3 turns in the air before needing to land.

[Wing Shield] While on the ground, the griffin is capable of using its wings as a shield. This ability takes two actions. When blocking attacks, a large shield block roll is made with a +2 modifier (/roll block largeshield +2). For any successfully blocked attacks, the griffin can make a free Wing Sweep reaction attack (/roll attack -1 2 AP). A Wing Sleep can only be made if the target is still within Melee distance of the griffin.

[Stunning Screech] As an action, the griffin can emit a deafening and disorienting high-pitched screech. Anyone within Skirmishing distance must succeed a STR: Fortitude save or lose 1 action on their next turn. 

[Final Cry] When nearing death (reaching a third or quarter of total health), the griffin can make a loud, screeching cry to summon its mate. This cry has the same effects as Stunning Screech and takes two actions. After the cry is made, the party will have only a number of rounds until the second griffin arrives at the scene: the exact number of rounds is up to DM discretion, but should be chosen in a fair, reasonable manner. The intent is to apply pressure and a tangible timer on the encounter, encouraging the party to treat it with greater severity and make important, life-or-death decisions. The party may creatively attempt to ward off the incoming griffin.

 

Banes

[Loss of Flight] When the griffin falls under half health, it is unable to take flight anymore and will lose access to any wings-based abilities, such as Flight or Wing Shield.

[Hollow Bones] In order to feasibly fly, the griffin possesses hollow, almost brittle bones, making it susceptible to blunt force trauma. Damage dealt by blunt force attacks is doubled. What counts as a “blunt force attack” is up to DM discretion, but some examples are: halfsworded weapons, shield attacks, maces.

[Natural Armour]: While still benefitting from armour rolls when taking damage (for this beast, it uses Medium Armour), it does not physically have armour. This means that weapons such as Whips and Finesse Blades, which do additional damage against unarmoured targets, deal that additional damage to the beast.

 

Mechanics Guidance

  • Medium Armour
  • 90-120 HP
  • 3 actions per turn
  • Attacks: Talons attack, Beak Attack, Wing Sweep (Shove)
  • Movement
    • Ground: 5m (blocks) per turn
    • Flight: 15m (blocks) per turn
  • Attack rolls and damage - general guidance:
    • Talon Attack
      • /roll attack 2 3-4 AP GP
      • 3-4 AP/GP dmg
      • 1 action
      • Melee distance
    • Beak Attack
      • /roll attack 1 4-6 AP GP
      • 4-6 AP/GP dmg
      • 2 actions
      • Melee distance
    • Shove
      • /roll attack 3 4
      • 4 dmg
      • 1 action
      • Target is shoved 5 blocks
      • Functions like a typical shove in regards to the skills contest (use STR: Athletics for the griffin)
    • For the purposes of contesting spells or making otherwise necessary checks, the following stats are provided: