Goldfish
Friendly Spider-Fish Abomination
- Location
- Formerly of the Far Realm
Yeah, the Warlord's Saddle allows the armor to be magically donned or removed just like the Knight's Ring of Arming.@Goldfish Oh cool! So the Griffons have a nice mithril breastplate too? So shiny! And they match the Knights.
What would be really cool is a set of Valyrian Steel claw-sheaths, so they can tear through plate armor like a dragon does.
Claw sheathes are possible, though I'm not sure how cumbersome they would be for the Griffons. Since they would be VS, cost isn't an issue, just whether or not they would work for the Griffons. Even if they do, I really hope the Griffons avoid melee combat if at all possible.
@DragonParadox, can the Skyborn Griffons wear claw sheathes, and would they be willing to do so?
Skyborn Griffon
Size/Type: Large Magical Beast (Air)
Hit Dice: 7d10+21 (59 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 80 ft. (perfect)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+15
Attack: Bite +10 melee (2d6+3)
Full Attack: Bite +10 and 2 Claws +8 (1d4+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, rake 1d6+2, Wind Blast (DC 16)
Special Qualities: Blindsight 30 ft., Darkvision 60 ft., Low-light Vision, Scent, Elemental Body, Air Mastery
Saves: Fort +8, Ref +8, Will +4
Abilities: Str 16, Dex 17, Con 16, Int 7, Wis 11, Cha 10
Skills: Jump, Hide, Listen, Spot +10
Feats: Iron Will, Multiattack, Weapon Focus (bite), Lightning ReflexesB
Alignment: Neutral Good
Pounce (Ex): If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +7 melee, damage 1d6+1.
Elemental Body (Ex): Element-infused creatures' bodies gain some of the qualities of elementals. Each time an element-infused creature is exposed to a bleed, precision damage, poison, paralysis, sleep, or stunning effect, it has a 25% chance to avoid it.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a Skyborn Griffon.
Wind Blast (Su): Once every 1d4 rounds, a Skyborn Griffon can breathe a 60-foot cone of Wind that mimics a terrible windstorm. Every creature within this area that is not flying must succeed on an Acrobatics or Strength check vs. the wind blast's DC of 16 or fall prone. A flying creature that fails is instead blown away from the air-infused creature, moving a distance equal to 5 feet per point by which it failed the check. If the creature encounters a large object (such as a wall) during this movement, it takes 1d6 points of damage per 5 feet the object prevented it from moving. The save DC is Constitution-based.
Skills: Skyborn Griffons have a +4 racial bonus on Jump and Spot checks.
Size/Type: Large Magical Beast (Air)
Hit Dice: 7d10+21 (59 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 80 ft. (perfect)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+15
Attack: Bite +10 melee (2d6+3)
Full Attack: Bite +10 and 2 Claws +8 (1d4+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, rake 1d6+2, Wind Blast (DC 16)
Special Qualities: Blindsight 30 ft., Darkvision 60 ft., Low-light Vision, Scent, Elemental Body, Air Mastery
Saves: Fort +8, Ref +8, Will +4
Abilities: Str 16, Dex 17, Con 16, Int 7, Wis 11, Cha 10
Skills: Jump, Hide, Listen, Spot +10
Feats: Iron Will, Multiattack, Weapon Focus (bite), Lightning ReflexesB
Alignment: Neutral Good
Pounce (Ex): If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +7 melee, damage 1d6+1.
Elemental Body (Ex): Element-infused creatures' bodies gain some of the qualities of elementals. Each time an element-infused creature is exposed to a bleed, precision damage, poison, paralysis, sleep, or stunning effect, it has a 25% chance to avoid it.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a Skyborn Griffon.
Wind Blast (Su): Once every 1d4 rounds, a Skyborn Griffon can breathe a 60-foot cone of Wind that mimics a terrible windstorm. Every creature within this area that is not flying must succeed on an Acrobatics or Strength check vs. the wind blast's DC of 16 or fall prone. A flying creature that fails is instead blown away from the air-infused creature, moving a distance equal to 5 feet per point by which it failed the check. If the creature encounters a large object (such as a wall) during this movement, it takes 1d6 points of damage per 5 feet the object prevented it from moving. The save DC is Constitution-based.
Skills: Skyborn Griffons have a +4 racial bonus on Jump and Spot checks.
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