User:Radthemad4/AugmentedIceBeastHippogriff

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AUGMENTED ICE BEAST HIPPOGRIFF[edit]

Size/Type: Large Construct (Cold)
Hit Dice: 3d10+30 (46 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +2/+12
Attack: Claw +8 melee (1d4+6)
Full Attack: 2 claws +8 melee (1d4+6) and bite +3 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ice Beast Special Attack (See below)
Special Qualities: Darkvision 60 ft., low-light vision, Cold Subtype (Cold Immunity, Fire Vulnerability), Construct Traits
Saves: Fort +1, Ref +3, Will +1
Abilities: Str 22, Dex 15, Con —, Int —, Wis 10, Cha 1
Skills: Listen +0, Spot +4
Feats:
Environment: Temperate hills
Organization: Solitary, pair, or flight (7–12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–6 HD (Large); 7–9 HD (Huge)
Level Adjustment:

Hippogriffs are aggressive flying creatures that combine features of horses and giant eagles. Voracious omnivores, hippogriffs will hunt humanoids as readily as any other meal. A typical hippogriff is 9 feet long, has a wingspan of 20 feet, and weighs 1,000 pounds.

Combat[edit]

Hippogriffs dive at their prey and strike with their clawed forelegs. When they cannot dive, they slash with claws and beak. Mated pairs and flights of these creatures attack in concert, diving repeatedly to drive away or kill intruders. Hippogriffs fight to the death to defend their nests and their hatchlings, which are prized as aerial mounts and fetch a handsome price in many civilized areas.

Skills: Hippogriffs have a +4 racial bonus on Spot checks.

Ice Beast Special Attack: An ice beast loses all special attacks of the base creature. It gains one (and only one) of the following special attacks, chosen by its maker at the time of its creation.

Cold Aura (Su): The ice beast deals 1d6 points of cold damage to all creatures within 10 feet as a free action at the beginning of its turn each round.
Engulf (Su): As a standard action, the ice beast can attempt to engulf a single opponent it threatens. The opponent must be one size or more smaller than the ice beast, so a Large ice beast can engulf Medium or smaller creatures. The target is entitled to a Reflex save (DC 10 + 1/2 the ice beast's Hit Dice + the ice beast's Str modifier = 17) to avoid being engulfed. A creature engulfed by the ice beast is considered to be pinned and trapped inside its body. The engulfed creature takes 2d6 points of cold damage per round on its turn, and may begin to drown (although it can hold its breath). An ice beast can only engulf one victim at a time. To escape, the victim must escape the pin and then escape the grapple by winning grapple checks against the ice beast. The victim can choose to make Escape Artist checks in place of grapple checks. If the ice beast is killed, any engulfed victims are freed.
Frigid Touch (Su): The ice beast deals an extra 1d6 points of cold damage with each successful melee attack.
Ice Breath (Su): As a standard action, the ice beast can breathe cold. Its breath weapon deals 1d6 points of cold damage per 2 HD it possesses (minimum 1d6, maximum 10d6 = 1d6 for this one) in a 30-foot cone (DC 10 + 1/2 the ice beast's HD = 11, Reflex save half). Once an ice beast uses its ice breath, it must wait 1d4 rounds before it can use its breath weapon again.

TRAINING A HIPPOGRIFF[edit]

A hippogriff requires training before it can bear a rider in combat.

Training a hippogriff requires six weeks of work and a DC 25 Handle Animal check. Riding a hippogriff requires an exotic saddle. A hippogriff can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Hippogriff eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 1,000 gp to rear or train a hippogriff.

Carrying Capacity: A light load for a hippogriff is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.

See Wikipedia Entry: Hippogriff