Hippogriff 4 (12)

Lost Company Press

Born from the union of a mare and a griffin, hippogriffs are majestic creatures with the head, wings, and talons of a raptor and the body of a horse. These noble creatures command the winds, often found nesting atop high mountains or circling the skies, surveying the lands below for threats or prey. Their coat shimmers like polished metal, and their intelligent eyes reflect a deep understanding of the world.

Motive: Defending territory, seeking food, nurturing young

Environment: Mountain peaks, open skies, high-altitude meadows (Mountains)

Health: 12

Damage: 4 points

Armor: 2

Movement: Short when walking, Long when flying

Modifications: Attacks as level 5 due to speed and aerial agility

Combat: With a swift dive, the hippogriff can snatch up unsuspecting prey, inflicting a moderate wound (5 points) and lifting it into the sky. The victim must succeed on a Might defense roll or be carried off. Each round the victim is held, they must attempt a new Might-based task to break free or suffer an additional moderate wound (5 points) from the hippogriff's talons and beak. Falling from a great height can add additional harm.

Interactions: These creatures are fiercely territorial but exhibit an intellect that can be appealed to. With patience and displays of respect, they can sometimes be negotiated with.

Uses: An item the characters need is in a nest atop a seemingly unreachable spire. Alternatively, a chaotic mage seeks a hippogriff's feather for a powerful wind spell.

Loot: Hippogriff feathers are highly sought after for their magical properties. A single feather can fetch a hefty sum or be used in potent wind-based enchantments.

GM Intrusion: As the characters engage or observe the hippogriff, its piercing shriek calls forth its mate or offspring, complicating the encounter with additional threats or turning the tide against the characters.