Griffin
Lvl 6 large chimeric beast
1270
Seize.

When the griffin deals damage immediately after moving, its target must succeed a DC 13 athleticism or acrobatics roll, if they fail they are grabbed by the griffin

Wingbeat.

Any target the griffin flies directly over must succeed a DC 6 saving roll or are knocked prone

Choose Two Actions...
  • • Razor Beak and Talons.

    2d8+3

  • • Piercing Cry.

    1d4. Targets within 2x2 tiles around the griffin must succeed a DC 7 saving roll or are deafened for 2 turns