Mythic HippogriffCreature 2
Source Pathfinder #216: The Acropolis Pyre
Perception +8 (darkvision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +11, Athletics +7, Survival +6
Str +3, Dex +3, Con +2, Int -4, Wis +2, Cha +0
AC 18; Fort +8; Reflex +9; Will +6;
HP 32
Speed 30 feet (fly 65 feet)
Weaknesses Piercing 3
Beak
+9 (+4, -1) to hit 1d10+3 PiercingTalon
+9 (+5, +1) to hit (agile) 1d6+3 SlashingWing
+9 (+4, -1) to hit (reach 10) 1d6+3 BludgeoningBuck

DC 17 reflex
Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.
Trigger A creature Mounts or uses the Command an Animal action while riding the monster.
Effect The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land Prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.
Mythic ResilienceThe hippogriff's reflexes have been heightened by the warshard, and it treats its Reflex saving throws as one degree of success better than it rolled.
Deadly StrikerThe hippogriff deals an additional 1d6 precision damage on its next Strike whenever it uses an action to Stride or Fly 10 or more feet.
Flying Strafe
The hippogriff 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 creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.
Unimpeded
Cost 1 Mythic Point
Effect The mythic striker 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
With the proud bearing of a great raptor and the magnificence of a powerful horse, hippogriffs are thought to be an accidental fusion of creatures or perhaps the creation of a flesh-warping wizard with a keen aesthetic sense. Regardless of their original source, these animals are now a common sight in the skies above their favored plains or hill country.
Hippogriffs bear the wings, forelegs, and head of a bird of prey, with feather coloration similar to that of a hawk or eagle, though some breeders have managed to produce specimens with stark white or coal-black feathers. Their torso, hindquarters, and tail resemble those of a horse and usually are colored bay, chestnut, or gray, with some coats bearing black, pinto, or even palomino coloration.
Hippogriffs are similar in size to large horses. Much like their equine cousins, hippogriffs often have to keep wary eyes on the skies above them, as both are preferred meals for hungry griffons and wyverns. Only hippogriffs' superior speed helps protect them from these predators.
Hippogriffs are exceptionally territorial and fiercely protect the lands under their domain. They typically favor sweeping grasslands, rolling hills, and prairies. Exceptionally hardy hippogriffs make their homes nestled into niches on canyon walls, from which they comb the rocky deserts for coyotes, deer, and the occasional humanoid. Hippogriffs prefer mammalian prey, but they graze after every meal to aid in digestion.
Since hippogriff hunting habits can be dangerous to both ranchers and their livestock, such communities often set bounties on hippogriffs. As a result, preserved hippogriffs frequently decorate frontier taverns and remote outposts alongside the taxidermied remains of deer, elk, and bears.
However, other communities train hippogriffs from hatching to be ridden by elite soldiers in combat—the most notable among these groups in the Inner Sea region is the Sable Company Mercenaries in the city-state of Korvosa. Attempts are sometimes made to train adult hippogriffs in the same manner, but this often proves far more difficult. Hippogriff riders must use special saddles and combat techniques that allow them to act in concert with their mount, fighting effectively while avoiding interfering with the movement of their companion's wings.
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.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
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.