Multiattack. The Arctic Griffon makes two attacks: one with its beak and one with its claws.
Keen Sight. The Arctic Griffon has advantage on Wisdom (Perception) checks that rely on sight.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Freezing Gale (Recharge 5–6). The Griffon drops the pressure around it and vigorously flaps his wings forward, sending a wave of freezing winds, sharp ice shards and hail in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 5d6 frost damage on a failed save, or half as much damage on a successful one.
Frigid Shriek. All creatures within 60 feet of the Griffon that can hear it must make a DC 14 wisdom saving throw or be frightened for 1 minute. A frightened creature can try to save against the effect on each of it's turns. Once it makes this save it is immune to being frightened by its shriek for the next 24 hours.
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Posted Sep 17, 2020Hello my I ask why there is DC 13 there and DC 14 there? I am planing on using your creature and I might customise a few things so it would help me to understand
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Posted Aug 19, 2023Hey! Sorry for the huge necro. I lowered Freezing Gale a bit, because I used this monster with a relatively low level party. It was supposed to be a boss battle. It still managed to down a party member on round one.
But by all means use it however you like, and change what you want. Or if you already used it, I hope it was fun.