Creature
Griffin
Large animal—summon, polymorph, and flying mount template
The Griffin is a natural animal of the Ark, with the forequarters of an eagle and the hindquarters of a lion. The great families carried the species across the sea during their migration to Cerberus. It remains the flying mount of lords wealthy enough to feed, house, and train one. A wild Griffin hunts by choosing prey from far above and crossing the distance in a single rush.
A Griffin is a Large animal and becomes available with Summon or Polymorph Level 4. Higher-level versions remain Large and recognizably natural, but become stronger, faster, and closer to a perfect specimen.
Griffin (Polymorph & Summon Template)
Choose a known profile whose listed level is no higher than the level of Summon or Polymorph actually cast. Generate its body from the locked Spell DC; see Magical Creature Templates.
Combat Profile
| Characteristic | Level 4 | Level 6 | Level 8 | Level 10 |
|---|---|---|---|---|
| Size | Large | Large | Large | Large |
| STR multiplier | ×0.65 | ×0.80 | ×1.00 | ×1.25 |
| DEX multiplier | ×0.85 | ×1.00 | ×1.20 | ×1.50 |
| HP per STR | 16 | 32 | 64 | 128 |
| Attacks | 4 | 6 | 7 | 9 |
| Spell Actions | 0 | 0 | 0 | 0 |
| General Actions | 4 | 5 | 6 | 7 |
| Dedicated Dodges | 2 | 2 | 3 | 3 |
| Fly Speed per tick | 100 ft | 120 ft | 140 ft | 160 ft |
| DR | 0 | 0 | 0 | 0 |
The Griffin uses the standard Ground Speed generated by DEX. The largest action reserve determines its Action Board normally. Its claws and beak can seize, drag, carry, or operate only what their anatomy permits. It has no hands.
Attacks and Traits
Claws. The Griffin deals 1d6 + the higher of STR or DEX.
Beak. The Griffin deals 1d8 + the higher of STR or DEX.
Aerial Dive. The Griffin possesses Aerial Dive. After a full-speed straight approach through the air, its first physical attack deals double damage once per round.
Grasp. The Griffin can seize a creature with its claws through the normal grapple rules; see Martial Combat and Defenses. Whether it can lift, carry, or drop that creature depends on size, weight, position, and the GM's adjudication.
Eagle Eyes. In clear weather and open terrain, the Griffin can spot a human-sized creature from more than one mile away. Its vision is a very favorable factor for Perception at great distances.
Rider and Passengers
A Griffin carries one Medium rider and their equipment at full capability. It retains its movement, Dive, and normal combat while carrying that rider. The rider can fight from its back, and Skilled Rider applies normally.
For transport, a Griffin can carry up to three Medium creatures in total. With two or three people aboard, it cannot use Dive, and its passengers cannot fight comfortably unless equipment, training, and circumstances make that possible. This is how two Griffins carried six attackers to Vlad Varanov's castle.
Training a Griffin
A Griffin is an intelligent animal, not a vehicle. Piloting one, approaching one safely, and earning enough trust to carry riders require time. A character who intends to use Griffins regularly must invest in handling, feeding, training, and learning the animal's signals.
The GM resolves that relationship through roleplay and prescribed chance rolls when uncertainty matters. Money can buy a Griffin and professional help; it cannot instantly create trust or riding experience. A summoned Griffin remains loyal under Summon, but its animal mind still governs how it understands movement, danger, and an inexperienced rider.
A caster using Polymorph retains their own mind. The Griffin's animal intelligence therefore limits a summon or a natural mount, not a sorcerer wearing its form.