Hippogriff (Snickers)

Fully grown, fully trained hippogriff.


Size/Type: Large Magical Beast
Hit Dice: 3d10+9 (25 hp)
Initiative: 2
Speed: 50 ft. (10 squares), fly 100 ft. (average)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/
Attack: Claw 6 melee (1d44)
Full Attack: 2 claws 6 melee (1d44) and bite 1 melee (1d82)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8
Skills: Listen +4, Spot +8
Feats: Dodge, Wingover
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: —


Snickers was originally an enemy of the party, a conflict that came about mainly because the necromancer in the party looked nice and tasty and the Snickers was hungry. However, after managing to fight him into unconsciousness, the party druid and ranger decided that it was time to do something other than kill for a change and trained him over the course of a few weeks. A few nips from his beak and a lot of fish later, the hippogriff was fully trained.
And that’s where it gets interesting.
He was always a communal mount (as much as it pains me to say those words in conjunction) until, one day, the ranger became a turncoat after a complex series of events, jumping onto the horse-eagle and winging into the sky!
Yeah. The grand theft auto of D&D.

Hippogriff (Snickers)

Taynor vermill