5E: Converting Monsters from White Dwarf Magazine for Fifth Edition


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Casimir Liber

Adventurer
As for summoning, I was going to give it a magical spirit steed like a Paladin, except it's a Griffon.

Other spells I was thinking about were utility / maneuver / defensive ones like fly and feather fall and mage armor.

Been busy but while busy been pondering this - just having a spirit griffon that fights just like a griffon but is a spirit isn't very memorable. Ths was why I was thinknig of something that plays differently in combat. Like a spirit-giant-eagle with that can be a scout and roving attacker. Maybe it also has a thundery breathweapon. I feel this is in keeping with a shaman summoning some nature spirit.
 

Cleon

Legend
Been busy but while busy been pondering this - just having a spirit griffon that fights just like a griffon but is a spirit isn't very memorable. Ths was why I was thinknig of something that plays differently in combat. Like a spirit-giant-eagle with that can be a scout and roving attacker. Maybe it also has a thundery breathweapon. I feel this is in keeping with a shaman summoning some nature spirit.

Would rather not.

It sound like you want some kind of "Lightning Eagle Shaman" which strays a long way from the concept of a "Griffon Rider".

An Eldritch Knight/Warlock approach like I have in mind should play quite differently in combat and still clearly be a form of "Warrior mounted on a Griffon" rather than a "Conjurer who summons giant thunder eagles and lightning blood hawks".

Also, I'm not keen on creating a completely new monster (or several) just to give this shaman something unique to summon. A griffon spirit that has the same stats as a griffon won't require a new monster entry.

Anyhow, I finished statting up a rough draft so will update the Griffon Rider Mystic and give us something to argue debate about.

Here it is…

Amiraspian Griffon Rider Mystic
Medium humanoid, any non-lawful alignment
Armor Class 16 (mystic armor)
Hit Points 110 (17d8 + 34)
Speed 50 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
17 (+3)​
16 (+3)​
15 (+2)​
12 (+1)​
16 (+3)​
13 (+1)​

Saving Throws DEX +6, INT +4, WIS +6
Skills Acrobatics +6, Animal Handling +6, Nature +4, Perception +6
Senses darkvision 60 ft., passive Perception 16
Languages Common, Giant and either Gnoll or Goblin
Challenge 6 (2,300 XP) Proficiency Bonus +3

Monocular Illusion Resistance. The amiraspian has advantage on saving throws against illusions that include visual elements it can see.

Poor Depth Perception. The amiraspian has disadvantage on attack rolls with a ranged weapon or melee weapon if the target is more than 5 feet away.

Mystic Armor. While the griffon rider mystic isn't wearing armor, its base AC becomes 13 plus its Dexterity modifier. This protection ends if the mystic dons armor or becomes unconscious.

Innate Spellcasting. The griffon rider mystic's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

  • At will: detect magic, detect poison and disease, speak with animals
  • 1/day each: commune with nature
Spellcasting. The griffon rider mystic is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has two 4th-level spell slots it regains when it finishes a short or long rest. It knows the following spells:
  • Cantrips: eyebolt, guidance, prestidigitation, resistance
  • 1st-4th level (2 slots): animal messenger, conjure animals (only summons gryphon spirit), dispel magic, dominate beast, feather fall, find steed (only summons gryphon spirit), fly, freedom of movement, protection from energy, protection from poison, wind wall
Thunderbolt Toxology. When the griffon rider mystic makes a ranged attack, it can choose to add either 5 (2d4) lightning damage or 5 (2d4) thunder damage to it (included in the attack).

Gryphon Spirit. The griffon rider mystic has formed a long-lasting bond with a spirit that assumes the form of an unusually intelligent, strong, and loyal griffon. Whenever the mystic casts find steed or [conjure animals, it always summons this spirit. The mystic may only summon one gryphon spirit at a time, so while the spirit is summoned, the mystic cannot cast find steed or conjure animals to summon another. The mystic can't have more than one gryphon spirit bonded to them. Either the mystic or the spirit can release the bond as an action at any time, causing the spirit to disappear.
 This spirit has the statistics of a griffon, but is a fey creature with an Intelligence of 6. It has the ability to understand every language the griffon rider mystic can but can't speak them. When the gryphon spirit is within 1 mile of the mystic, they can communicate telepathically.
  The gryphon spirit serves the mystic as a mount, both in combat and out, and the pair share an instinctive bond that allows them to fight as a seamless unit. While mounted on their spirit, the griffon rider mystic can make any spell they cast that targets only the mystic also target the spirit.
 When the spirit drops to 0 hit points, it disappears, leaving behind no physical form. The mystic can also dismiss the spirit at any time as an action, causing it to disappear. In either case, casting find steed or conjure animals again summons the same spirit, restored to its hit point maximum.

Running Leap. With a 10-foot running start, the griffon rider can long jump up to 25 feet.

Actions

Multiattack. The griffon rider mystic makes four melee attacks: two with its scimitar and two with its shortsword. Or the mystic makes three ranged attacks, either with its longbow or its eyebolts.

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage, plus either 5 (2d4) lightning damage or 5 (2d4) thunder damage (mystic's choice).

Eyebolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 8 (1d10 + 3) force damage, plus either 5 (2d4) lightning damage or 5 (2d4) thunder damage (mystic's choice).

Bonus Actions

Eye of the Eagle. The griffon rider mystic selects a target it can see. As long as the griffon rider maintains concentration, it can attack the selected target without disadvantage on attack rolls from its Poor Depth Perception. The griffon rider can end this effect as a free action, literally in an eye blink.
 Should the griffon rider already have an Eye of the Eagle target when it uses Eye of the Eagle, the griffon rider gains advantage on its next ranged attack roll against the selected target if it still has concentration.

Leap of the Lion. If the griffon rider mystic uses Running Leap or moves at least 20 feet straight towards a creature, it can use its bonus action to make a melee weapon attack against that creature. If it hits, that target must succeed on a DC 14 Strength saving throw or be knocked prone.

Rake of the Panther. If the griffon rider mystic is within 5 feet of a prone or grappled creature, it can use its bonus action to make a melee weapon attack against that creature.

Reactions

Feather Fall. If the griffon rider mystic falls, it can use a reaction to cast feather fall on itself without expending a spell slot, requiring no material components.
 
Last edited:



Cleon

Legend
ok, I was just spitballing ideas and don't feel that strongly about it.

Well if you really fancied a "Griffon Conjuror" type NPC and associated creature(s) we could always stat them up separately, assuming we were interested enough to make the effort.

At the moment I feel three grades of more-or-less-martial Griffon Riders will do.
 



Cleon

Legend
As per usual I went a bit overboard with the Description but here's what I came up with for the Amiraspian Griffon Rider:

Description

Griffon riders are an elite warrior class of Amiraspian renowned for using trained griffons as steeds. Like all amiraspians, they look like muscular humans with a single cyclopean eye, but are far more athletic and agile than an average member of their race. Griffon riders have such a visible role that the common people call amiraspians in general "The Griffon Riders" although this is erroneous as calling humans "The Paladins." A standard griffon rider is equipped with a chain shirt, battleaxe, longbow and multiple spears.
Knights of the Air. Griffon riders follow a code of honor, but it mostly covers how they should interact with other amiraspians. How a griffon rider treats other races is often left to the individual rider, and griffon riders can have wildly different personalities and tempers. An evil griffon rider might be a saintly hero toward her own race but a murderous brigand for non-amiraspians, while a lawful griffon rider could treat everyone with strict impartiality.
 Griffon riders and their griffons are housed in a special building called a "Mews". The mews of the griffon riders' home base (see The Lion's Eyries below) can house enough griffons for the entire squadron. There are mews at every significant amiraspian settlement and in strategic positions scattered about the wilderness between them. Most smaller mews are tower-like structures that can only accommodate a few griffons, but a few important positions have mews as large or larger than an eyrie. Wilderness mews are often on mountain peaks above the snow line, so they can be stocked with frozen meat to feed their griffons.
 A griffon rider's primary purpose is protecting the Land of the Amiraspians from monsters and invaders. They typically fly a circuit from one resting post to another, spending the nights in a mews at the center of their daily patrol area. A rider usually flies a different route each time so cunning enemies cannot easily predict and avoid their patrols. If they spot a monster or invader, it is up to the rider how to respond. Doctrine is to send an alert and then decide between challenging, attacking or shadowing the intruder. Reckless griffon riders like to immediately swoop into melee combat while the more cautious prefer sniping from the sky, especially if their opponent is lacking in ranged weaponry. The griffon riders sometimes perform surveillance missions over lands outside Amiraspian territory.
 Communications is as important a duty for the order of griffon riders, whose civilian members operate the signal towers and bird coops used for routine Amiraspian messages. These signal towers also act as lookout posts and some wilderness towers are griffon mews too. Griffon riders also operate a Pony Express style postal service and act as couriers for high priority messages and items, such as emergency medicine deliveries. The riders sometimes carry passengers as well, since a griffon can fly with about 500 pounds of weight. Message duties are typically flown by young trainees carrying minimal gear rather than fully equipped veteran riders, since a lightweight griffon rider can carry more cargo or a heavier passenger. Very important messages, such as military secrets or diplomatic parcels, are generally carried by seasoned griffon riders who are better able to traverse dangerous regions or reach distant destinations.
 Finally, the third major duty of the griffon riders revolves around their race's monstrous ancestors, the cyclopes (see Amiraspi Cyclops). Experienced riders monitor the lairs of these fey monstrosities from the air, tasked with rescuing any human-cyclops offspring the cyclopes cast out. Both amiraspians and cyclopes have a strong taboo against slaying their one-eyed kin, so if a griffon rider accidentally "rescue" a lost cyclops youth (see Young Amiraspi Cyclops), the creature will be exiled or returned to its lair rather than killed. The rescued amiraspian hybrid children are raised in an orphanage run by the griffon riders. Some cyclops-sired amiraspians find homes and acceptance in mainstream Amiraspian society as adults, while those that fail to integrate mostly live as wilderness farmers, herders or watchpost lookouts. A significant portion of cyclops-sired orphans never leave the protection of the order; some of the most famous griffon riders were born in a cyclops den.
The Lion's Eyries. Griffon riders are organized into squadrons or "Eyries" whose griffons view each other and their riders as members of the same pride. Each griffon rider is partnered with a personal griffon who is both steed and boon companion. A trained griffon will usually tolerate being ridden by another rider from their eyrie but will refuse or outright attack strangers if not restrained by its griffon rider partner. This training also allows each eyrie's riders to keep a few spare griffons to replace exhausted or lost mounts.
 A typical eyrie has from a dozen to fifty griffon riders lead by their most experienced and powerful champions (see Griffon Rider Gallant and Griffon Rider Mystic for examples) plus a considerable number of trainees (see Novice Griffon Rider). The actual griffon riders are vastly outnumbered by the support personnel who maintain the eyrie's buildings, herd livestock, staff lookout posts and courier stations, administer their housing and messenger services, and fulfil the many other tasks needed to keep the order running.
 The eyrie itself is a fortified base whose territory covering multiple amiraspian settlements, the most important of which will have mews to accommodate visiting griffon riders and their mounts. A settlement halfway between two eyries may have an extra-large mews shared by the eyries that can also serve as a meeting place and communication center. There is also a Grand Eyrie where the masters of all the eyries meet to discuss issues that affect the entire order or the Amiraspian nation. The griffon riders have no single leader so a "Council of Eyries" decides on important issues. In extreme situations, such as all-out war, the council can elect a Marshall with executive power over the entire order. While a few Marshalls have tried to exploit this dictator-like power, amiraspians are a strong-willed folk with a streak of chaos and would quickly overthrow a wannabe tyrant who refused to stand down once the emergency is over. While a standard eyrie resembles a castle keep, the Grand Eyrie looks more like an enormous cathedral. The building complex contains a huge library and house of records as well as the largest messenger center of any griffon rider base. The Grand Eyrie is also used for festivals, ceremonies, military musters and disaster relief. The building complex is so large it seems eerily empty when only its clerical and janitorial staff are present.​
 


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