Large Monstrosity, Any Chaotic Alignment
Armor Class 15 Natural Armor
Hit Points 114 (12d10 + 48)
Speed 30 ft., Fly 80 ft.
STR
20 (+5)
DEX
17 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
15 (+2)
CHA
8 (-1)
Saving Throws STR +9, DEX +7, CON +8
Skills Athletics +9, Perception +8, Stealth +5
Damage Immunities Acid
Senses Darkvision 60 ft., Passive Perception 18
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Keen Sight. The Archgriffon has advantage on Wisdom (Perception) checks that rely on sight.

Flyby: The Archgriffon does not provoke opportunity attacks when it flies out of an enemy's reach.

Dive Attack. If the archgriffon is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

 

 

 

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws, or two with its acid spray.

Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Acid Spray. Ranged Attack: +9 to hit, range 30 ft., one or two targets. Hit: 16 (3d10) acid damage. The target must succeed on a DC 16 Constitution saving throw or become paralyzed until the end of its next turn. 

Legendary Actions

The Archgriffon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Archgriffon regains spent legendary actions at the start of its turn.

Claw Attack. The Archgriffon makes one attack with its claws.

Acid Spray. The Archgriffon makes one attack with its acid spray.

Wing Attack (Costs 2 Actions). The Archgriffon beats its wings. Each creature within 15 feet of the archgriffon must succeed on a DC 17 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The archgriffon can then fly up to half its flying speed.

Description

"Thin rachides, sparse after feathers... An archgriffin"

- Unknown -

Of all the heraldic beasts, lions and griffins are the most noble and pure. Let us speak first of griffins, for the creatures from which the armorialists draw inspiration combine elements of both eagles and lions, and thus contain within them both rulers of the Animal Kingdom.Griffins are brave hunters and the most chivalrous of creatures known to man. Before they snap down from the heavens upon their prey like a divine whip, they let out a long, piercing shriek in warning, so that the victim may prepare itself for the imminent attack. Griffins do not fear to attack armed men - in fact, they prefer such prey, for defeating a knight flatters their pride. They even attack fiends, the terrors of the lower planes, so honorable is their nature.

 -Heraldic Animals-

An Archgriffin (alt. Archgriffon) is a ferocious avian carnivore with the muscular body of a lion and the head, forelegs, and wings of an eagle. They are slightly larger than griffons, with a larger mane, beak, quills, feathers, and claws. Their hide is tougher. They also make deadly use of an acid gland that their smaller cousins do not have. They can catch even the doughtiest warriors off-guard with this paralytic acid that they spew up to 30 feet away - do not underestimate them!

Habitat: ArcticCoastalGrasslandHillMountain

Fiflheimr

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