Medium Humanoid, Any Non-Lawful Alignment
Armor Class 14 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
17 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws DEX +3, CON +3
Senses Darkvision 60 ft., Passive Perception 13
Languages Common and either Giant, Gnoll or Goblin
Challenge 1 (200 XP)
Proficiency Bonus +2

Monocular Illusion Resistance. The amiraspian has advantage on saving throws against illusions that include visual elements it can see.

Poor Depth Perception. The amiraspian has disadvantage on attack rolls with a ranged weapon or melee weapon if the target is more than 5 feet away.

Running Leap. With a 10-foot running start, the griffon rider can long jump up to 25 feet.

Archery. The griffon rider gains a +2 bonus to attack rolls it makes with ranged weapons.

Actions

 Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Bonus Actions

Eye of the Eagle. The griffon rider selects a target it can see. As long as the griffon rider maintains concentration, it can attack the selected target without disadvantage on attack rolls from its Poor Depth Perception. The griffon rider can end this effect as a free action, literally in an eye blink.
 Should the griffon rider already have an Eye of the Eagle target when it uses Eye of the Eagle, the griffon rider gains advantage on its next ranged attack roll against the selected target if it still has concentration.

Reactions

Slow Fall. The griffon rider can use a reaction when it falls to reduce any falling damage it takes by 10 points.

Description

This young amiraspian has not earned their wings as a griffon rider (see Amiraspian Griffon Rider) but is experienced enough to fly a griffon. They appear to be a tough and athletic human teenager apart from having the face of a cyclops, with one large eye under a monobrow instead of the paired eyes of a regular humanoid.


The Griffon Knights' Cubs. Each novice is mentored by a seasoned griffon rider much like a knight's squire, although other riders and experts also contribute to the trainee's education. To become a full-fledged griffon rider a novice must pass many tests and trials, the most important of which is to raise a griffon from its egg and train it to as their personal steed. Harshly traditional mentors make their novices steal their griffon egg from the nest of a wild or feral griffon, but common practice is for a mentor to present their disciple with an egg laid by one of their eyrie's tamed griffons as a reward for their accomplishments. Becoming a griffon rider is extremely difficult and dangerous, and many novices die or flunk out of their training. The most common cause of death is being attacked by a griffon or falling, followed by being killed by some other monster. More novices are invalided out or simply give up due to the brutal training regime than actually die. The order always looks after its own, and unsuccessful recruits are always offered safer work in a griffon rider orphanage or barrack.
 Most of a novice's time is taken up with dull but hazardous tasks and duties – mainly cleaning the mews, herding livestock, and working shifts in a wilderness watch post. The most prized assignments involve flying a griffon. At first these are training flights escorted by their mentor, but once the novice is skilled enough they sometimes accompany their mentor on their aerial patrols or fly solo as postal couriers or to deliver a passenger (see Knights of the Air in Griffon Rider for details).
 Being flown on griffon back is the fastest and safest means of travel normally available to Amiraspians, so griffon riders sometimes carry passengers in response to some emergency. A griffon needs mere hours for a journey that would take a caravan days to cross, and the mountains' steep and winding paths can be far too treacherous for most lone travellers to risk. A griffon rider's most important passengers include politicians, military figures and professional experts (e.g. a wizard, cleric or healer), but the commonest reason for griffon passenger travel is actually romance. A typical amiraspian prefers to marry someone from another settlement than their own so many travel to spring fairs and courting festivals to seek a spouse. These young men and women are often unable to reach such events by caravan, but could be flown there by a novice griffon rider. Amiraspians consider it good luck for a bride or groom to be carried to their wedding by griffon, or ideally a mated pair of griffons, although few courting couples are that fortunate. Courting flights may lead to marriage for the griffon rider too, and this happens frequently enough it has become a clichéd trope of amiraspian storytelling.​


(Originally created by Albie Fiore; appeared in White Dwarf Magazine #21 (Oct/Nov 1980) as part of the Fiend Factory mini-module "One-Eye Canyon", edited by Albie Fiore.)

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Environment: DesertGrasslandHillMountainUnderdark

casliber

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