Tuesday, May 26, 2009

Monster: Griph

Armour Class: 7
Hit Dice: 3+3*
Move: 150' (50')
burrow 90' (30')
Attacks: 1 bite
Damage: 1-10
No. Appearing: 1-2 (2-8)
Save As: F3
Morale: 8
Treasure Type: B
Alignment: Neutral
XP Value: 75

Odd creatures of the badlands and dry steppes, griphs stand a hair over two feet at the shoulder; somewhat incongruously they combine compact muscular torsos with relatively long hind legs, shorter and stronger forelegs, and a long flicking tail. With the exception of a "mane" of degenerate feathering from the base of the skull to the tip of the tail, a griph is otherwise covered in a mosiac of rusty-brown scales. All four feet are raptorial, the forefeet broader and the claws too blunt for effective combat; and the head is large and deep, with a hooked beak capable of cracking bone and an extensive bony frill extending from the back of the skull.

Despite being well built for running, griphs are accomplished burrowers; they also are renowned for hoarding gold, oddly enough, and will both dig for it and attack those bearing it.

In combat a griph brings its massive beak to bear, biting for 1-10 hit points of damage. Though it will not normally use its claws to fight, if a griph succeeds in its bite attack with a to hit result of 18-20, it will maintain its bite in the next round and begin to pummel its opponent with its claws, inflicting 2-8 hit points of damage as well as its bite damage.


Chris said...

Ooooh, griffon-jackals. With overtones of the Dogs of the Dharzi from "Elric" and of Diamytrias (sp?).

taichara said...


The best part is that I arguably shamelessly stole them; I smashed together a real animal and legends likely based on them *grins*

The comparison to Diatryma is especially apt, to my mind ;3