(Generated 93 times)
Namelist None
High mountains
Rank Veteran
Race Griffin
Cult rank None
Notes Hippogriffs are horse-sized, winged quadrupeds with the heads, wings, and foreclaws of eagles, and the hindquarters of horses. They spend most of their time high in the clouds or on mountain peaks, and are almost never seen by mortals. They eat birds on the wing, small prey from the ground, or fish snatched from water. They reproduce slowly, for the process is a ter- rible ordeal. A hippogriff lays a single large egg that hatches into a fully formed, but smaller-sized, offspring. The mother is always weak afterwards, and the new hippogriff generally starts hunting immediately to nurse her back to health. It is impossible to tame an adult hippogriff. Even using magic to do so can be hazardous, for as soon as the magic expires the creature will turn upon its captor with a vengeance. They can find weak spots in the world and enter the Spirit World, as if they were shamans, and because of their affinity for the Spirit World do not suffer the Alien World Modifier on that plane. They can also see immaterial spirits, which are always hostile to animate beings, and shred them using their Claw and Bite ability as if it were Spirit Combat. Hippogriffs prefer hunting in plains or grasslands, usually alone. They generally attack from above, then hoist a victim aloft and tear at them with their beak. If a victim resists, the hippogriff will drop it, then return to carry the corpse back to its aerie.AR pg 28
STR 3d6+18
CON 3d6+6
SIZ 3d6+14
DEX 3d6+12
INT 2d6+6
CHA 2d6+12
D20Hit locationArmor
01-02 Right Hind Leg 1
03-04 Left Hind Leg 1
05-07 Hindquarters 1
08-10 Forequarters 2
11-12 Right Wing 2
13-14 Left Wing 2
15-16 Right Front Leg 2
17-18 Left Front Leg 2
19-20 Head 2
Movement 8m / 18m (flying)
Natural armor Yes

Non-random features

Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task
Ability ***Diving Strike*** Increases both the Size of the attack and the creature’s Damage Modifier by one step, for this attack only. Once per round. Must be at least one full round of Movement above its target (or possibly below if submerged) in order to use the diving strike.

Standard skills

Athletics STR+DEX+20+2D10 Brawn STR+SIZ+20+2D10 Endurance CON+CON+20+2D10
Evade DEX+DEX+20+2D10 Perception INT+POW+20+20+2D10 Willpower POW+POW+20+2D10

Custom skills

Flying STR+DEX+2d10+40 Trance INT+POW+2d10+45

Combat styles

Death from AboveSTR+DEX+10+20+2D10

Weapon options

1-handed weapons

Amount: 2
Beak (1)
Claws (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Beak 1h-melee d10 H M - Bleed, Grip Y Y 2 11 Head
Claws 1h-melee d8 H L - Bleed, Grip Y Y 2 11 Leg

Folk spells

Amount: 0
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Befuddle 1 Coordination 1 Deflect 1 Heal 1
Ignite 1 Mobility 1 Pierce 1 Warmth 1