Large Monstrosity, Unaligned
Armor Class 15 Natural Armor
Hit Points 55 (10d10 + 21)
Speed 30 ft., Fly 80 ft.
STR
19 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
2 (-4)
WIS
13 (+1)
CHA
8 (-1)
Skills Perception +5
Senses Darkvision 60 ft., Passive Perception 15
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

Special Tricks: These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. The character selects these bonus tricks, and once selected, they can't be changed.

  • Evasion.  You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Devotion. An animal cohort's devotion to its master is so complete that it gains a +4 morale bonus on WIS saves against enchantment spells and effects.
Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 8 1d8 + 4  piercing damage.

Claws. Melee Weapon Attack: 1d20+6 to hit, reach 5ft., one target. Hit 2d6+4 slashing damage.

Description

When bonded to a mystical cohort, you have the ability to summon its help in times of great need. Or when it feels like it…

Roll a d20 and make DC determined by your DM. This plea is a free action, and you can make the attempt up to 3 times per adventuring day. You automatically succeed in persuading them to aid you if you take on the Frightened condition against a creature or obstacle known to you as an adversary.

You can also automatically summon the cohort when afflicted by the Frightened condition. Once the cohort has been summoned, they remain in your plane of existence for 10 minutes, or until deemed safe, whichever comes sooner. They can choose to stay longer, but they usually don’t.

The cohort cannot be summoned against until the next dawn. In combat, they take their action on the player’s turn, and the player controls their actions during the battle.

Previous Versions

Name Date Modified Views Adds Version Actions
9/20/2023 11:22:19 PM
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piperjanef

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