Large Monstrosity, Any Alignment
Armor Class 17 Hardened Feathers
Hit Points 120 (16d10 + 32)
Speed 40 ft., Fly 80 ft.
STR
22 (+6)
DEX
18 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +9, DEX +7, WIS +5
Skills Athletics +9, Intimidation +4, Perception +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Darkvision 60 ft, Passive Perception 15
Languages Understands languages known by the humanoid but cannot speak them.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Keen Senses

The Weregryphon has advantage on Perception checks that rely on sight or smell.


Celestial Ancestry

While in Weregryphon form, the creature sheds dim light in a 10-foot radius. It cannot be charmed or frightened, and it regains 5 hit points at the start of its turn if it has at least 1 HP and is below half its maximum hit points.

Actions

Multiattack

The Weregryphon makes two attacks: one with its Beak and one with its Claws.


Beak.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

  • Hit: 19 (2d10 + 6) piercing damage.

Claws.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

  • Hit: 23 (4d6 + 6) slashing damage.

Celestial Wings (Recharge 5-6)

The Weregryphon beats its wings to create a powerful wind. Each creature in a 15-foot cone must succeed on a DC 17 Strength saving throw or take 18 (4d8) bludgeoning damage, be pushed back 10 feet, and knocked prone. On a success, creatures take half damage and are not moved.


Predatory Dive

If the Weregryphon flies at least 30 feet straight toward a target and hits it with a Claws attack on the same turn, the attack deals an additional 13 (3d8) slashing damage. The target must succeed on a DC 17 Strength saving throw or be grappled (escape DC 16).


Gryphon’s Roar (1/Long Rest)

The Weregryphon unleashes a thunderous roar. All creatures within 30 feet must make a DC 16 Wisdom saving throw or be frightened for 1 minute. Frightened creatures can repeat the saving throw at the end of their turns, ending the effect on a success. Allies within the same radius gain temporary hit points equal to 15 and have advantage on attack rolls until the end of their next turn.

Reactions

Weregryphon's can take reactions that a normal player character can on their turn. 

Description

Lair and Lair Actions

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
1/14/2025 4:20:53 PM
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Monster Tags: Shapechangerhumanoidmonstrositybeast companion

Habitat: DesertForestMountain

AngelineAmagov

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