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.
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.
Weregryphon's can take reactions that a normal player character can on their turn.
Description
Lair and Lair Actions
Previous Versions
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1/14/2025 4:20:53 PM
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1
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Coming Soon
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