Large Beast, Chaotic Evil
AC 16 Natural Armor, Storm Barrier    Initiative +3 (13)
HP 120 (12d10 + 48)
Speed 30 ft., Fly 80 ft.
Mod Save
STR 18 +4 +4
DEX 16 +3 +6
CON 18 +4 +7
Mod Save
INT 6 −2 −2
WIS 12 +1 +1
CHA 8 −1 −1
Skills Perception +5, Stealth +6
Immunities Necrotic, Poison; Frightened, Poisoned
Senses Darkvision 60 ft.; Passive Perception 15
Languages None
CR 6 (XP 2,300; PB +3)
Traits
  • Corrupted Aura: Creatures that start their turn within 10 feet of the Corrupted Griffon must make a Wisdom saving throw (DC 14) or suffer disadvantage on attack rolls until the end of their next turn.

  • Blood Howl: Once per short rest, the Griffon can use a bonus action to let out a terrifying howl. All creatures within a 30-foot radius must make a Wisdom saving throw (DC 14) or be frightened for 1 minute. They may repeat the saving throw at the end of each of their turns.

  • Shadow Leap: If the Griffon is in darkness or heavy shadow, it can use a bonus action to teleport up to 40 feet.

  • Storm Barrier: The Corrupted Griffon is surrounded by a raging wind barrier that hinders ranged attacks. Ranged attacks against the Griffon have disadvantage as long as it remains in motion. If the attacker is within 30 feet, they are not affected by this barrier.

  • Shifting Visage: The Corrupted Griffon’s corrupted energy distorts its form, making it harder to hit precise targets like its eyes. Any called shot against its head or eyes imposes disadvantage on the attack roll. Additionally, if the attack misses, the attacker must succeed on a Dexterity saving throw (DC 14) or become momentarily disoriented, granting the Griffon advantage on its next attack against them.

Actions
  • Multiattack: The Griffon makes two attacks: one with its claws and one with its beak.

  • Beak: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Damage: 13 2d8+4 slashing damage.

  • Corrupted Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Damage: 15 2d10+4 necrotic damage. The target must make a Constitution saving throw (DC 14) or have their maximum hit points reduced by half the damage taken (lasts until their next long rest).

  • Blinding Screech (Recharge 5-6): The Griffon emits a deafening shriek. All creatures in a 30-foot cone must make a Constitution saving throw (DC 14) or be blinded for 1 minute. They may repeat the saving throw at the end of each of their turns.

  • Storm Strike (Recharge 5-6): The Griffon unleashes a powerful gust of wind, forcing all creatures within a 15-foot radius to make a Strength saving throw (DC 15) or take 10 3d6 bludgeoning damage and be pushed 10 feet away.

Description

The Corrupted Griffon, also known as The Stormbringer, is a twisted and malevolent creature, an aberration of what was once a noble beast of the skies. Its feathers are dark and ragged, crackling with violet lightning, giving it an otherworldly and fearsome appearance. Its once majestic golden eyes have turned into glowing pits of malevolence, filled with an unnatural hunger.

This creature thrives in tempestuous storms, using strong winds and chaotic weather to its advantage. The air around it constantly shifts with unnatural turbulence, forming a barrier that makes it difficult for projectiles to reach their mark. Those who face the Corrupted Griffon describe hearing a haunting screech, a sound that chills the soul and weakens the resolve of even the bravest warriors.

Tales speak of these creatures appearing where great calamities have befallen the land, as if drawn to suffering and destruction. Some believe their corruption stems from exposure to forbidden magic or divine punishment, though none truly know the source of their transformation. What is certain, however, is that these creatures are filled with wrath and malice, striking without warning and leaving devastation in their wake.

Lordanok

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