Dungeons and Dragons Griffon 3.5 PBP RPG

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Large Magical Beast

Hit Dice:

7d10+21 (59 hp)




30 ft. (6 squares), fly 80 ft. (average)

Armor Class:

17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15

Base Attack/Grapple:



Bite +11 melee (2d6+4)

Full Attack:

Bite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2)


10 ft./5 ft.

Special Attacks:

Pounce, rake 1d6+2

Special Qualities:

Darkvision 60 ft., low-light vision, scent


Fort +8, Ref +7, Will +5


Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8


Jump +8, Listen +6, Spot +10


Iron Will, Multiattack, Weapon Focus (bite)


Temperate hills


Solitary, pair, or pride (6-10)

Challenge Rating:





Always neutral


8-10 HD (Large); 11-21 HD (Huge)

Level Adjustment:

+3 (cohort)

Griffons are powerful, majestic creatures with the characteristics of both lions and eagles. From nose to tail, an adult griffon can measure as much as 8 feet. Neither males nor females are endowed with a mane. A pair of broad, golden wings emerge from the creature's back and span 25 feet or more. A griffon weighs about 500 pounds.

A griffon cannot speak, but understands Common.


Griffons prefer to pounce on their prey, either diving to the attack or leaping from above.

Pounce (Ex): If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +8 melee, damage 1d6+2.

Skills: Griffons have a +4 racial bonus on Jump and Spot checks.

Training A Griffon

Although intelligent, a griffon requires training before it can bear a rider in combat. To be trained, a griffon must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly griffon requires six weeks of work and a DC 25 Handle Animal check. Riding a griffon requires an exotic saddle. A griffon can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Griffon eggs are worth 3,500 gp apiece on the open market, while young are worth 7,000 gp each. Professional trainers charge 1,500 gp to rear or train a griffon.

Carrying Capacity: A light load for a griffon is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

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Latest RPG Post

IMO, one of the biggest mistakes Dungeon Masters make is letting players control the plot of the game completely. When someone is Dungeon Master of a group, they should have a general plot in mind and guide the players along that plot as best as possible. Some junior Dungeon Masters seem to be just there to run the monsters and provide the treasure - much like any melee only arcade game. This isn't much fun for anyone but hack and slash players, and will typically lose anyone not into that kind of simplistic game.
The second common mistake I see occur is Monty Haul campaigns, where the treasure rewards far outweigh the challenges presented. The likelihood of a tribe of orcs having a +3 sword is zero, since any slightly more powerful critter encountering them would have taken such a thing, long before the players run into them.
The third biggest error a Dungeon Master can make is to bias games unfairly, either by making the players have no options during the campaign, or making the challenges nearly impossible for players to overcome, without warning of some kind.
Again these are all IMO, so take with bags of salt, as you wish.

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