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Griffon

Large Monstrosity, unaligned

CR 2

450 XP

AC: 12
HP: 59 (7d10+21)
Speed: walk 30 ft. , fly 80 ft.
Skills: Perception +5
Senses: darkvision 60 ft., passive Perception 15
Languages:
STR
18
+4
DEX
15
+2
CON
16
+3
INT
2
-4
WIS
13
+1
CHA
8
-1

Special Abilities

Keen Sight

The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

The griffon makes two attacks: one with its beak and one with its claws.

Beak

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Quick Reference

Challenge: CR 2
Type: Monstrosity
Size: Large
Alignment: unaligned
Best for party of 4 at level 3-4

Running This Encounter

Use the griffon's aerial superiority to control the battlefield by positioning it above the party. Have it make hit-and-run attacks, diving to strike with its beak and claws before ascending beyond melee range. If reduced below 30 HP, consider having it attempt to flee rather than fight to the death. Leverage its keen senses to ambush the party or serve as a guardian encounter at a mountain lair.

Combat Tactics

The griffon prioritizes ranged characters and weak enemies, using flyby attacks to rake targets with claws while avoiding opportunity attacks. It circles above melee combatants, landing only to finish weakened foes or when cornered, relying on its AC 12 to survive while dealing consistent damage.

Environment & Setting

Mountain peaks, cliff faces, and high-altitude ruins provide ideal terrain where the griffon's flight dominates. Dense forests or underground caverns severely limit its advantages and should be avoided.