Hippogriff
Hippogriff, CR 1
STR
17
+3
DEX
13
+1
CON
14
+1
INT
2
-4
WIS
13
+1
CHA
8
-1
Special Abilites
Keen Sight. The hippogriff has Advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws. Beak. Melee Attack: 1d20+5 to hit, reach 5 ft., one target. Hit: 7 ( 1d8+3 ) Piercing Damage. Claws. Melee Attack: 1d20+5 to hit, reach 5 ft., one target. Hit: 10 ( 2d6+3 ) Slashing Damage. Dive Attack. The hippogriff dives 60 feet straight downward and makes an attack with its claws. The hippogriff has Advantage on its attack roll and deals an extra 3 1d6 Slashing Damage if it hits. It must be at least 60 feet in altitude to make the dive, and it cannot use multiattack.
Legendary Actions
The hippogriff can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The hippogriff regains spent epic actions at the start of its turn. Beak Attack. The hippogriff makes a beak attack. Climb. The hippogriff flies higher and higher, gaining 80 feet of altitude. Rear Up (Costs 2 Actions). The hippogriff makes a two claws attacks and a beak attack against targets of its choice. Dive Attack (Costs 3 Actions). The hippogriff dives 60 feet straight downward and makes an attack with its claws. The griffon has Advantage on its attack roll and deals an extra 3 1d6 Slashing Damage if it hits. It must be at least 60 feet in altitude to make the dive. Seize (Costs 3 Actions). The hippogriff moves up to half its speed makes an attack with its claws. If the attack succeeds, and if the target is a Small or smaller creature, it is Grappled (escape DC 11). Until this grapple ends, the target is Restrained, and the hippogriff can't use its claws on another target. Whether or not it is successful, after the grapple attempt, the hippogriff can move up to half its speed once more.
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