Mythic GriffonCreature 4
Source Pathfinder War of Immortals
Perception +13 (darkvision, scent (imprecise) 60 feet)
Languages none
Skills Acrobatics +15, Athletics +12, Intimidation +10, Stealth +11, Survival +9
Str +4, Dex +3, Con +3, Int -4, Wis +1, Cha +2
AC 21; Fort +13; Reflex +13; Will +7;
HP 60
Speed 25 feet (fly 60 feet)
Beak
+14 (+9, +4) to hit (deadly d10, unarmed) 2d8+4 PiercingTalon
+14 (+10, +6) to hit (agile, unarmed) 2d6+4 PiercingWing
+14 (+9, +4) to hit (reach 10) 2d6+4 BludgeoningDeadly Striker
A mythic striker deals an additional 1d6 precision damage on its next Strike whenever it uses an action to Stride 10 or more feet (or to Burrow, Climb, or Fly 10 or more feet).
Flying Strafe
The griffon Flies up to its fly Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty.
Mythic PowerThe Mythic Griffon has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.
Mythic Skill
Cost 1 Mythic Point
Effect The Mythic Griffon attempts its next Acrobatics skill check with a +4 bonus and is considered to have mythic proficiency for that check.
Pounce
The griffon Strides and makes a talon Strike at the end of that movement. If the griffon began this action Hidden, it remains hidden until after the attack.
Regal Shriek
(auditory, emotion, fear, mental)The griffon unleashes a shriek that transitions into a terrifying roar. Each creature in a 60-foot emanation must attempt a DC 20 will save. Regardless of the result, creatures are temporarily immune to all griffons' Regal Shrieks for 10 minutes.
Critical Success The creature is unaffected.
Success The creature is Frightened 1.
Failure The creature is Frightened 2. Animals are Slowed 1 for as long as they're frightened.
Critical Failure The creature is Frightened 3. Animals are Paralyzed as long as they're frightened.
Unimpeded
Cost 1 Mythic Point
Effect The Mythic Griffon automatically ends one effect that would give it a circumstance penalty to Speed. When it attempts to Escape an effect that has it Immobilized, Grabbed, or Restrained, it automatically succeeds.
Griffons are regal beasts revered as symbols of freedom and strength in many cultures. They are physically striking, with the hindquarters of a lion and the head, wings, and forelimbs of a great bird of prey—typically an eagle, but some instead bear the features of a hawk, falcon, or even an osprey or vulture. In rare cases, the griffon's hindquarters may resemble those of a different great cat, such as a leopard or tiger. The variations seem to conform to the griffon's environment—for instance, especially rare griffons of northern Avistan have the hindquarters of a Grungir lynx and the upper body of a snowy owl.
Wild griffons rely on their powerful wings to hold them aloft and their keen eyesight to spy out prey. The speed with which they plunge toward the ground and snatch up victims is astonishing. They often tear apart a kill's flesh with razor-sharp beaks but not before alighting to secluded location where they can enjoy their meal without interruption. Griffons hunting to feed their chicks are more cautious, tearing apart prey rather than risking bringing a living creature back to their nests.
Skilled animal trainers long ago learned how to raise griffons as mounts for military forces or powerful individuals. Such mounts are known for their strength, bravery, and unfailing loyalty. They are among the smartest of animals, and many griffon variants are considered intelligent beasts instead; it's thought that a griffon chooses its rider as much as a rider chooses the griffon. The process of training a griffon to accept and carry a rider in flight is a long and expensive ordeal. Griffon trainers charge rich sums for their services, and a ruler who can boast of owning a stable of griffons is the subject of great respect and envy.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.
MythicOptions with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.
Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.
Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.
Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.