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5E: Converting Monsters from White Dwarf Magazine for Fifth Edition
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<blockquote data-quote="Cleon" data-source="post: 9148944" data-attributes="member: 57383"><p><strong><span style="font-size: 26px">Amiraspian Griffon Rider Mystic</span></strong></p><p><em>Medium humanoid, any non-lawful alignment</em></p><p><strong>Armor Class</strong> 16 (mystic armor)</p><p><strong>Hit Points</strong> 110 (17d8 + 34)</p><p><strong>Speed</strong> 30 ft.</p><p></p><table style='width: 100%'><tr><th><p style="text-align: center">STR</p> </th><th><p style="text-align: center">DEX</p> </th><th><p style="text-align: center">CON</p> </th><th><p style="text-align: center">INT</p> </th><th><p style="text-align: center">WIS</p> </th><th><p style="text-align: center">CHA</p> </th></tr><tr><td><p style="text-align: center">17 (+3)</p> </td><td><p style="text-align: center">16 (+3)</p> </td><td><p style="text-align: center">15 (+2)</p> </td><td><p style="text-align: center">12 (+1)</p> </td><td><p style="text-align: center">16 (+3)</p> </td><td><p style="text-align: center">13 (+1)</p> </td></tr></table><p></p><p><strong>Saving Throws</strong> DEX +6, INT +4, WIS +6</p><p><strong>Skills</strong> Acrobatics +6, Animal Handling +6, Nature +4, Perception +6</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 16</p><p><strong>Languages</strong> Common, Giant and either Gnoll or Goblin</p><p><strong>Challenge</strong> 6 (2,300 XP) <strong>Proficiency Bonus</strong> +3</p><p></p><p><em><strong>Monocular Illusion Resistance.</strong></em> The amiraspian has advantage on saving throws against illusions that include visual elements it can see.</p><p></p><p><em><strong>Poor Depth Perception.</strong></em> The amiraspian has disadvantage on attack rolls with a ranged weapon or melee weapon if the target is more than 5 feet away.</p><p></p><p><em><strong>Mystic Armor.</strong></em> 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.</p><p></p><p><em><strong>Innate Spellcasting.</strong></em> 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.</p><ul> <li data-xf-list-type="ul">At will: <em>detect magic</em>, <em>detect poison and disease</em>, <em>expeditious retreat</em>, <em>speak with animals</em></li> <li data-xf-list-type="ul">1/day each: <em>commune with nature</em></li> </ul><p><em><strong>Spellcasting.</strong></em> 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:</p><ul> <li data-xf-list-type="ul">Cantrips: <em>eyebolt</em>, <em>guidance</em>, <em>prestidigitation</em>, <em>resistance</em></li> <li data-xf-list-type="ul">1st-4th level (2 slots): <em>animal messenger</em>, <em>conjure animals</em> (only summons gryphon spirit), <em>dispel magic</em>, <em>dominate beast</em>, <em>feather fall</em>, <em>find steed</em> (only summons gryphon spirit), <em>fly</em>, <em>freedom of movement</em>, <em>protection from energy</em>, <em>protection from poison</em>, <em>wind wall</em></li> </ul><p><em><strong>Thunderbolt Toxology.</strong></em> 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).</p><p></p><p><em><strong>Gryphon Spirit.</strong></em> 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 <em>find steed</em> or [<em>conjure animals</em>, 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 <em>find steed</em> or <em>conjure animals</em> 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.</p><p> 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.</p><p> 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.</p><p> 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 <em>find steed</em> or <em>conjure animals</em> again summons the same spirit, restored to its hit point maximum.</p><p></p><p><em><strong>Running Leap.</strong></em> With a 10-foot running start, the griffon rider can long jump up to 25 feet.</p><p></p><p><span style="font-size: 22px">Actions</span></p><p></p><p><em><strong>Multiattack.</strong></em> 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.</p><p></p><p><em><strong>Scimitar.</strong> Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) slashing damage.</p><p></p><p><em><strong>Shortsword.</strong> Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) piercing damage.</p><p></p><p><em><strong>Longbow.</strong> Ranged Weapon Attack:</em> +6 to hit, range 150/600 ft., one target. <em>Hit:</em> 7 (1d8 + 3) piercing damage, plus either 5 (2d4) lightning damage or 5 (2d4) thunder damage (mystic's choice).</p><p></p><p><em><strong>Eyebolt.</strong> Ranged Spell Attack:</em> +6 to hit, range 120 ft., one target. <em>Hit:</em> 8 (1d10 + 3) force damage, plus either 5 (2d4) lightning damage or 5 (2d4) thunder damage (mystic's choice).</p><p></p><p><span style="font-size: 22px">Bonus Actions</span></p><p></p><p><em><strong> Eye of the Eagle.</strong></em> 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 <em>Poor Depth Perception</em>. The griffon rider can end this effect as a free action, literally in an eye blink.</p><p> Should the griffon rider already have an <em>Eye of the Eagle</em> target when it uses <em>Eye of the Eagle</em>, the griffon rider gains advantage on its next ranged attack roll against the selected target if it still has concentration.</p><p></p><p><em><strong>Leap of the Lion.</strong></em> If the griffon rider mystic uses <em>Running Leap</em> 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.</p><p></p><p><em><strong>Rake of the Panther.</strong></em> 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.</p><p></p><p><span style="font-size: 22px">Reactions</span></p><p></p><p><em><strong>Feather Fall.</strong></em> If the griffon rider mystic falls, it can use a reaction to cast <em>feather fall</em> on itself without expending a spell slot, requiring no material components.</p><p></p><p></p><p><strong><span style="font-size: 22px">Description</span></strong></p><p></p><p>Amiraspian griffon rider mystics are cyclops-eyed humanoids like other amiraspians (see <strong><a href="https://www.enworld.org/posts/8916175" target="_blank">Amiraspian Griffon Rider</a></strong>). They dress in weird garments of feathers and fur instead of the conventional armor and clothes worn by regular griffon riders. A griffon mystic has strange symbols on their clothes and accessories, the most common being the <em>Trikyklopes</em> – three circular eyes in a triangle. A griffon rider mystic is armed with a longbow and several pairs of light blades, normally two shortswords and two scimitars. These mystics are rare and often have very eccentric personalities. Some live as mountaintop hermits with only birds and griffons for company, but most spend at least part of their time in an eyrie with standard martial griffon riders.</p><p> The griffon rider mystic detailed above is a typical example. Mystics often have different spells than the example and some have different and/or additional abilities. These alternative powers often match the abilities of a barbarian (e.g. <em>Danger Sense</em>, <em>Feral Instinct</em>), ranger (e.g. <em>Feral Senses</em>, <em>Hide in Plain Sight</em>, <em>Land's Stride</em>, <em>Natural Explorer</em>, <em>Primal Awareness</em>), monk (e.g. <em>Deflect Missiles</em>, <em>Evasion</em>, <em>Stillness of Mind</em>, <em>Purity of Body</em>) or another standard class, but could be strange powers only revealed to griffon mystics.</p><p> <em><strong>Eye of Lightning.</strong></em> Griffon rider mystics have many supernatural powers, the most notable of which is firing eldritch thunderbolts from their single eye. Even without these <em>Eyebolts</em>, a mystic is a skilled fighter as skilled with melee and missile weapons as an expert amiraspian warrior (for example, a <strong><a href="https://www.enworld.org/posts/9148941" target="_blank">Griffon Rider Gallant</a></strong>). Their abilities resemble a cross between an eldritch warrior and a warlock but are actually spiritual in nature, like a druid or shamanic priest. In battle a mystic uses <em>eyebolts</em>, martial arts and support spells to deadly effect. In peace they act as sages and spiritual advisors to griffon riders and other amiraspians who seek their council. Not all eyries have griffon mystics and those that do typically only have one, possible with an apprentice or two. The record house of the griffon rider's Grand Eyrie always has multiple griffon mystics, both active mystics researching magical or historical texts and elderly mystics who have chosen to retire to its halls.</p><p> <em><strong>Spirit Allies.</strong></em> Arguably, a griffon rider mystic's most crucial role is acting as an intermediary to the spiritual and divine. While a standard griffon rider is partnered with a flesh-and-blood griffon, a mystic's griffon is a spirit creature from the Feywild (the <em>Gryphon Spirit</em> in the mystic's Traits). An apprentice griffon mystic first learns how to summon this entity in the form of an eagle with the abilities of a Blood Hawk, but as they develop their spiritual powers their partner evolves in form. First to a Panther, then a Lion, then a Giant Eagle, then finally a Griffon. It is said that legendary mystics had gryphon spirit partners whose powers rivalled an elemental or young dragon.</p><p> <strong>Note:</strong> Although many griffon mystics can only summon their gryphon spirit partner, a substantial portion can summon other creatures. The griffon rider mystic's Challenge Rating includes their gryphon spirit partner and any other conjured companions.</p><p></p><p> <em><strong>Triple-Eyed Mysticism.</strong></em> All amiraspian mystics believe in a vast host of spiritual forces and beings, but the key figures in their belief system are Arges, Brontes and Steropes; three semi-divine cyclopes who made the thunderbolts of the King of the Gods. The trikyklopes worn by most mystics symbolizes these immortal one-eyed giants. The mystics say that long ago, these godlike Cyclopes took pity after seeing the monstrous <strong><a href="https://www.enworld.org/posts/8890557" target="_blank">Amiraspi Cyclops</a></strong> exiling one of their half-human children to die. They tossed a splinter of thunderbolt into the child's eye, gifting it with the power of <em>eyebolts</em>. Guided by the Trikyklopes, this youngster became the first ever mystic. This first mystic inspired other exiled amiraspi cyclops offspring to travel into the mountains and found the Amiraspian nation.</p><p> Becoming a griffon rider mystic is as much revelation as practice. Sometimes a completely ordinary amiraspian will be going about their mundane business when they have a sudden vision of one, two, or all three of the Trikyklopes, who tells them they're a mystic now. More often, an elderly mystic will find a civilian child or trainee griffon rider (see <strong><a href="https://www.enworld.org/posts/9148943" target="_blank">Novice Griffon Rider</a></strong>) who the deific Cyclopes gave given the spark of mystic insight and take them on as an apprentice. The magical and religious beliefs of a griffon rider mystic vary greatly from individual to individual. One mystic's teachings can be wildly different from another's, and can sometimes be completely contradictory. This is rarely a cause for conflict, since mystics say their understanding of their revelations is limited by their mortal perspective, much like a squat cylinder can look like a circle from the end but a rectangle from the side.</p><p></p><p>(Originally created by Albie Fiore; appeared in <em>White Dwarf Magazine #21</em> (Oct/Nov 1980) as part of the Fiend Factory mini-module "One-Eye Canyon", edited by Albie Fiore.)</p></blockquote><p></p>
[QUOTE="Cleon, post: 9148944, member: 57383"] [B][SIZE=7]Amiraspian Griffon Rider Mystic[/SIZE][/B] [I]Medium humanoid, any non-lawful alignment[/I] [B]Armor Class[/B] 16 (mystic armor) [B]Hit Points[/B] 110 (17d8 + 34) [B]Speed[/B] 30 ft. [TABLE] [TR] [TH][CENTER]STR[/CENTER][/TH] [TH][CENTER]DEX[/CENTER][/TH] [TH][CENTER]CON[/CENTER][/TH] [TH][CENTER]INT[/CENTER][/TH] [TH][CENTER]WIS[/CENTER][/TH] [TH][CENTER]CHA[/CENTER][/TH] [/TR] [TR] [TD][CENTER]17 (+3)[/CENTER][/TD] [TD][CENTER]16 (+3)[/CENTER][/TD] [TD][CENTER]15 (+2)[/CENTER][/TD] [TD][CENTER]12 (+1)[/CENTER][/TD] [TD][CENTER]16 (+3)[/CENTER][/TD] [TD][CENTER]13 (+1)[/CENTER][/TD] [/TR] [/TABLE] [B]Saving Throws[/B] DEX +6, INT +4, WIS +6 [B]Skills[/B] Acrobatics +6, Animal Handling +6, Nature +4, Perception +6 [B]Senses[/B] darkvision 60 ft., passive Perception 16 [B]Languages[/B] Common, Giant and either Gnoll or Goblin [B]Challenge[/B] 6 (2,300 XP) [B]Proficiency Bonus[/B] +3 [I][B]Monocular Illusion Resistance.[/B][/I] The amiraspian has advantage on saving throws against illusions that include visual elements it can see. [I][B]Poor Depth Perception.[/B][/I] The amiraspian has disadvantage on attack rolls with a ranged weapon or melee weapon if the target is more than 5 feet away. [I][B]Mystic Armor.[/B][/I] 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. [I][B]Innate Spellcasting.[/B][/I] 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. [LIST] [*]At will: [I]detect magic[/I], [I]detect poison and disease[/I], [I]expeditious retreat[/I], [I]speak with animals[/I] [*]1/day each: [I]commune with nature[/I] [/LIST] [I][B]Spellcasting.[/B][/I] 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: [LIST] [*]Cantrips: [I]eyebolt[/I], [I]guidance[/I], [I]prestidigitation[/I], [I]resistance[/I] [*]1st-4th level (2 slots): [I]animal messenger[/I], [I]conjure animals[/I] (only summons gryphon spirit), [I]dispel magic[/I], [I]dominate beast[/I], [I]feather fall[/I], [I]find steed[/I] (only summons gryphon spirit), [I]fly[/I], [I]freedom of movement[/I], [I]protection from energy[/I], [I]protection from poison[/I], [I]wind wall[/I] [/LIST] [I][B]Thunderbolt Toxology.[/B][/I] 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). [I][B]Gryphon Spirit.[/B][/I] 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 [I]find steed[/I] or [[I]conjure animals[/I], 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 [I]find steed[/I] or [I]conjure animals[/I] 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 [I]find steed[/I] or [I]conjure animals[/I] again summons the same spirit, restored to its hit point maximum. [I][B]Running Leap.[/B][/I] With a 10-foot running start, the griffon rider can long jump up to 25 feet. [SIZE=6]Actions[/SIZE] [I][B]Multiattack.[/B][/I] 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. [I][B]Scimitar.[/B] Melee Weapon Attack:[/I] +6 to hit, reach 5 ft., one target. [I]Hit:[/I] 6 (1d6 + 3) slashing damage. [I][B]Shortsword.[/B] Melee Weapon Attack:[/I] +6 to hit, reach 5 ft., one target. [I]Hit:[/I] 6 (1d6 + 3) piercing damage. [I][B]Longbow.[/B] Ranged Weapon Attack:[/I] +6 to hit, range 150/600 ft., one target. [I]Hit:[/I] 7 (1d8 + 3) piercing damage, plus either 5 (2d4) lightning damage or 5 (2d4) thunder damage (mystic's choice). [I][B]Eyebolt.[/B] Ranged Spell Attack:[/I] +6 to hit, range 120 ft., one target. [I]Hit:[/I] 8 (1d10 + 3) force damage, plus either 5 (2d4) lightning damage or 5 (2d4) thunder damage (mystic's choice). [SIZE=6]Bonus Actions[/SIZE] [I][B] Eye of the Eagle.[/b][/i] 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 [I]Poor Depth Perception[/i]. The griffon rider can end this effect as a free action, literally in an eye blink. Should the griffon rider already have an [I]Eye of the Eagle[/I] target when it uses [I]Eye of the Eagle[/I], the griffon rider gains advantage on its next ranged attack roll against the selected target if it still has concentration. [I][B]Leap of the Lion.[/b][/i] If the griffon rider mystic uses [I]Running Leap[/I] 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. [I][B]Rake of the Panther.[/B][/I] 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. [SIZE=6]Reactions[/SIZE] [I][B]Feather Fall.[/B][/I] If the griffon rider mystic falls, it can use a reaction to cast [I]feather fall[/I] on itself without expending a spell slot, requiring no material components. [B][SIZE=6]Description[/SIZE][/B] Amiraspian griffon rider mystics are cyclops-eyed humanoids like other amiraspians (see [B][URL='https://www.enworld.org/posts/8916175']Amiraspian Griffon Rider[/URL][/B]). They dress in weird garments of feathers and fur instead of the conventional armor and clothes worn by regular griffon riders. A griffon mystic has strange symbols on their clothes and accessories, the most common being the [I]Trikyklopes[/i] – three circular eyes in a triangle. A griffon rider mystic is armed with a longbow and several pairs of light blades, normally two shortswords and two scimitars. These mystics are rare and often have very eccentric personalities. Some live as mountaintop hermits with only birds and griffons for company, but most spend at least part of their time in an eyrie with standard martial griffon riders. The griffon rider mystic detailed above is a typical example. Mystics often have different spells than the example and some have different and/or additional abilities. These alternative powers often match the abilities of a barbarian (e.g. [I]Danger Sense[/I], [I]Feral Instinct[/I]), ranger (e.g. [I]Feral Senses[/I], [I]Hide in Plain Sight[/I], [I]Land's Stride[/I], [I]Natural Explorer[/I], [I]Primal Awareness[/I]), monk (e.g. [I]Deflect Missiles[/I], [I]Evasion[/I], [I]Stillness of Mind[/I], [I]Purity of Body[/I]) or another standard class, but could be strange powers only revealed to griffon mystics. [I][B]Eye of Lightning.[/B][/I] Griffon rider mystics have many supernatural powers, the most notable of which is firing eldritch thunderbolts from their single eye. Even without these [i]Eyebolts[/I], a mystic is a skilled fighter as skilled with melee and missile weapons as an expert amiraspian warrior (for example, a [B][URL='https://www.enworld.org/posts/9148941']Griffon Rider Gallant[/URL][/B]). Their abilities resemble a cross between an eldritch warrior and a warlock but are actually spiritual in nature, like a druid or shamanic priest. In battle a mystic uses [i]eyebolts[/i], martial arts and support spells to deadly effect. In peace they act as sages and spiritual advisors to griffon riders and other amiraspians who seek their council. Not all eyries have griffon mystics and those that do typically only have one, possible with an apprentice or two. The record house of the griffon rider's Grand Eyrie always has multiple griffon mystics, both active mystics researching magical or historical texts and elderly mystics who have chosen to retire to its halls. [I][B]Spirit Allies.[/B][/I] Arguably, a griffon rider mystic's most crucial role is acting as an intermediary to the spiritual and divine. While a standard griffon rider is partnered with a flesh-and-blood griffon, a mystic's griffon is a spirit creature from the Feywild (the [I]Gryphon Spirit[/I] in the mystic's Traits). An apprentice griffon mystic first learns how to summon this entity in the form of an eagle with the abilities of a Blood Hawk, but as they develop their spiritual powers their partner evolves in form. First to a Panther, then a Lion, then a Giant Eagle, then finally a Griffon. It is said that legendary mystics had gryphon spirit partners whose powers rivalled an elemental or young dragon. [b]Note:[/b] Although many griffon mystics can only summon their gryphon spirit partner, a substantial portion can summon other creatures. The griffon rider mystic's Challenge Rating includes their gryphon spirit partner and any other conjured companions. [I][B]Triple-Eyed Mysticism.[/B][/I] All amiraspian mystics believe in a vast host of spiritual forces and beings, but the key figures in their belief system are Arges, Brontes and Steropes; three semi-divine cyclopes who made the thunderbolts of the King of the Gods. The trikyklopes worn by most mystics symbolizes these immortal one-eyed giants. The mystics say that long ago, these godlike Cyclopes took pity after seeing the monstrous [B][URL='https://www.enworld.org/posts/8890557']Amiraspi Cyclops[/URL][/B] exiling one of their half-human children to die. They tossed a splinter of thunderbolt into the child's eye, gifting it with the power of [I]eyebolts[/I]. Guided by the Trikyklopes, this youngster became the first ever mystic. This first mystic inspired other exiled amiraspi cyclops offspring to travel into the mountains and found the Amiraspian nation. Becoming a griffon rider mystic is as much revelation as practice. Sometimes a completely ordinary amiraspian will be going about their mundane business when they have a sudden vision of one, two, or all three of the Trikyklopes, who tells them they're a mystic now. More often, an elderly mystic will find a civilian child or trainee griffon rider (see [B][URL='https://www.enworld.org/posts/9148943']Novice Griffon Rider[/URL][/B]) who the deific Cyclopes gave given the spark of mystic insight and take them on as an apprentice. The magical and religious beliefs of a griffon rider mystic vary greatly from individual to individual. One mystic's teachings can be wildly different from another's, and can sometimes be completely contradictory. This is rarely a cause for conflict, since mystics say their understanding of their revelations is limited by their mortal perspective, much like a squat cylinder can look like a circle from the end but a rectangle from the side. (Originally created by Albie Fiore; appeared in [I]White Dwarf Magazine #21[/I] (Oct/Nov 1980) as part of the Fiend Factory mini-module "One-Eye Canyon", edited by Albie Fiore.) [/QUOTE]
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5E: Converting Monsters from White Dwarf Magazine for Fifth Edition
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