Chaos Griffin

(Generated 68 times)
Namelist None
Tags
Dorastor
Fantasy
Flying
Glorantha
High mountains
Maniria
Peloria
Pent
Plains
Wastes
Rank Master
Race Griffin
Cult rank None
Notes Evades without going prone."Griffins prefer hunting in plains or grasslands, often traveling in packs of two to five adults. They generally attack from above using their Aerobatics and Grab Victim abilities, often hoisting a victim aloft with their foreclaws and then raking and tearing at them with their hind legs and sharp beak. If a victim resists in the air, the griffin will drop it. Once the prey is dead, the griffin will carry it back to its aerie. When fighting smaller opponents, griffins use the same technique, and may drop victims from great heights. If a creature is too heavy or bulky to lift, the griffin will attack with its beak and foreclaws, from above if possible. Several griffins may mob a single attacker. Against aerial opponents, the griffin makes repeated runs past the target, and attacks with its beak and foreclaws." AR pg 24
Creatorhkokko
Stats
STR 3d6+22
CON 3d6+15
SIZ 3d6+26
DEX 3d6+12
INT 2d6
POW 3D6
CHA 2d6+12
D20Hit locationArmor
01-02 Right Hind Leg 6
03-04 Left Hind Leg 6
05-07 Hindquarters 6
08-10 Forequarters 6
11-12 Right Wing 6
13-14 Left Wing 6
15-16 Right Front Leg 6
17-18 Left Front Leg 6
19-20 Head 6
Attributes
Movement 8m / 18m (flying)
Natural armor Yes

Additional features

FeatureProbability
Diseases of the Spirit - Intensity 3 100% View items

Non-random features

ListFeature
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.
Chaotic feature Shocking - Charges itself with electricity, inflicting a shock on those that hit it (if using metal or uninsulated weapons, or are struck by it; roll 1d4, 1=1d2, 2=1d4, 3=1d6 and 4=1d8 damage per blow).

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

Magic skills

Folk Magic POW+CHA+20+2D10

Custom skills

Flying STR+DEX+2d10+40

Combat styles

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

Weapon options

1-handed weapons

Amount: 2
Beak (1)
Claws (disease) (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Beak 1h-melee d10 H M - Bleed, Grip Y Y 2 11 Head
Claws (disease) 1h-melee d8 H L - Bleed, Grip Y Y 2 11 Leg

Folk spells

Amount: 1d4
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Befuddle 1 Coordination 1 Deflect 1 Heal 1
Ignite 1 Mobility 1 Pierce 1 Warmth 1