KING
Griffon Knight

Griffon Knight

Monstrosity · no Crown (Neutral)

T2d6Minor

Elite aerial cavalry, griffon knights patrol borders and hunt monsters, bonded to their mounts from birth.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 13  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1313 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind8--
Sense16--
Heart16--
Cunning18--
Fate14--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Bonded Mount

Knight and griffon fight as one creature. The griffon flies 80 ft, and the pair has advantage on sight-based Cunning checks.

Maneuvers

Maneuver

Diving Strike

Dive at least 30 ft and attack with advantage; on a hit the target also takes 1 Vigor damage from the impact.

Maneuver

Carry Off

The griffon snatches a creature in its talons: Body save (DC 13) or grabbed, and the pair climbs 60 ft. A dropped creature takes 2 damage from the fall.

Reactions

Reaction

Evasive Maneuvers

When hit by a ranged attack, the griffon wheels 15 ft without provoking attacks.

Tactics

GM tactics

Patrols from high altitude, the bonded pair watching the ground for threats. Opens with Diving Strike from as much height as it can gather. Carries off isolated enemies. Works in squadrons for coordinated attacks. Fiercely loyal to bonded rider.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.