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Gryph

This hawk-sized avian looks much like a six-legged stork. Its feathers are unkempt and greasy, and its beak is razor-sharp.

Gryph CR 1

XP 400
NE Small magical beast
Init
+2; Senses darkvision 60 ft., low-light vision; Perception +5

DEFENSE

AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp
15 (2d10+4)
Fort
+5, Ref +5, Will +1

OFFENSE

Speed 30 ft., fly 50 ft. (good)
Melee
bite +5 (1d6/×3), claw +5 (grab)
Special Attacks
implant eggs

STATISTICS

Str 11, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Base Atk
+2; CMB +1 (+5 start grapple, +9 maintain grapple); CMD 13 (21 vs. trip)
Feats
Weapon Finesse
Skills
Fly +8, Perception +5, Stealth +10

SPECIAL ABILITIES

Grab (Ex)

A gryph can use its grab attack on a creature of up to Medium size. It has a +4 racial bonus on grapple checks to maintain a grapple (in addition to the +4 from the grab ability).

Implant Eggs (Ex)

Once per day, a gryph can implant eggs into a helpless target or a target it is grappling. As a full-round action, the gryph extends an ovipositor from its abdomen and penetrates the victim’s flesh by making a successful sting attack (+5 melee). On a hit, the ovipositor deals 1 point of damage and implants 1d4 eggs in the victim. The eggs draw nutrients from the target’s flesh, and give the target the sickened condition. The eggs grow swiftly, hatching in a mere 1d4 minutes into ravenous gryph chicks that immediately burrow out of the victim’s body. This deals 2 points of Constitution damage per gryph chick, after which the hatchlings immediately take wing and fly away (if needed, use game statistics for a bat familiar to represent a hatchling). Removing implanted eggs requires a DC 20 Heal check (a full-round action); each attempt deals 1 hit point of damage. Although immunity to disease offers no special protection against gryph egg implantation, remove disease, heal, or similar effects automatically destroy any implanted gryph eggs.