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Hippogriff

Large Monstrosity, unaligned

CR 1

200 XP

AC: 11
HP: 19 (3d10+3)
Speed: walk 40 ft. , fly 60 ft.
Skills: Perception +5
Senses: passive Perception 15
Languages:
STR
17
+3
DEX
13
+1
CON
13
+1
INT
2
-4
WIS
12
+1
CHA
8
-1

Special Abilities

Keen Sight

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

Actions

Multiattack

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

Beak

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Claws

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Quick Reference

Challenge: CR 1
Type: Monstrosity
Size: Large
Alignment: unaligned
Best for party of 4 at level 1-2

Running This Encounter

Hippogriffs are proud, territorial creatures that attack intruders on sight, especially those who fail to show proper respect or make sudden movements. Use their aerial advantage by positioning them on cliff edges, tree branches, or elevated terrain where they can swoop down to attack. They typically fight to the death defending their nest or territory, but will flee if reduced below half health. Capitalize on their intelligence by having them target isolated party members and attempt to separate the group.

Combat Tactics

Hippogriffs use their talons and bite in melee combat while leveraging their flying speed (60 ft.) to dart in and out of range. They attempt to perch on high ground or circle above enemies, attacking with advantage when possible, then retreating out of melee range. If facing a dangerous opponent, they may flee to their lair rather than engage in prolonged combat.

Environment & Setting

Hippogriffs inhabit mountainous regions, high cliffs, dense forests with tall trees, or canyon systems where their flying ability provides tactical advantage. Nesting sites should include elevated terrain like rocky outcroppings or massive tree branches that ground-based party members struggle to reach.