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GriffonWith the body of a lion and the head and wings of an eagle, this majestic creature flies around the land hunting for its prey. – Dices Correr & Nylkran

Griffon  (CR 4)

XP 1,200
N Large Magical Beast
Init: +2; Senses darkvision 60 ft., low-light vision, scent; Perception +9


AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 42 [65] (5d10+15)
Fort +7, Ref +6, Will +4


Speed 30 ft., fly 80 ft. (Average)
Melee bite +8  (2d6+3), 2 talons +7 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +7, 1d4+3)
Special Abilities Engulfing Winds, White Wind


Str 16, Dex 15, Con 16, Int 6, Wis 13, Cha 10
Base Atk +5; CMB +9; CMD 21 (25 vs. trip)
Feats  Iron Will, Weapon Focus (bite), Improved Natural Attack (Bite)
Skills Acrobatics +5, Fly +3, Perception +9; Racial Modifiers +4 Acrobatics, +4 Perception
Languages Common (cannot speak)


Engulfing Winds (Su)

3/day a griffon can launch a gust of wind that engulfs their enemy within 30 feet for 4d4 points of wind damage and is inflicted with the Squalled status for 1d4 rounds. The target of this ability must make a Fortitude save (DC 13) to reduce the damage by half and negate the status effect. Blue mages may learn this ability as a 1st level spell (Knowledge: Arcana DC 17).

White Wind (Su)

1/day a griffon can emit a gust of white wind that heals allies other than itself within 20 feet for an amount equal to the griffon’s current hit points in damage. The healing received per creature is capped at 10 per hit die attained for the caster (ex: 5 hit dice would mean a cap of 50 healing for each creature). Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).


Environment Temperate Hills
Organization solitary, pair, or pride (6–10)
Treasure incidental