Arast chants the final words of his conjuration and finishes the complex gestures with a grand sweep of his arms, leaving them upraised as if heralding the start of some performance. There's one brief moment when it seems that the dramatic show was for nothing, as no effect is apparent. A second later the spell manifests, momentarily tearing open the sky between the attackers and the camp. Perhaps fortunately for the onlookers, nothing can be clearly seen through the rift. There is only a roiling storm of clashing colours and the vague impression of something alive and squirming - and then a screeching mass of flesh and feathers comes hurtling through and, in its wake, the tear seals up and is gone as quickly as it appeared.
The creature bears some superficial resemblance to a griffon, in that its basic form seems to conform to the hind-quarters of a lion and the wings, head and forelegs of a giant eagle. For all that, it would be hard to mistake the thing for a real griffon. To that basic shape, the chaotic maelstrom that has warped the being has given endless embellishments of fleshy tentacles and pseudopods, writhing about disturbingly to give the impression that the thing is not so much flying as it is threshing and squirming through the air.
Sighting its targets on the ground, the being gives an awful gargling squawk and swoops down towards them, diving onto one of the second wave of monks and ripping mercilessly into him.
Arast gives a small grin as he watches the thing that he has conjured dive down into the enemy's ranks. There's something rather satisfying about tearing apart the tools of a solipsistic God using an entity spat out by the obscure fringes of a whole different paradigm.
But, of course, now's not the time to enjoy the rather academic pleasures of that particular irony. Surveying the scene, Arast quickly comes to the conclusion that his compatriots seem to have the battle well in hand for the most part. The ghostly undead with its incessant murmuring is something of an unknown factor, though. Judging by the noise, it must be an allip - but there's no way to tell how powerful it is. In any case, best to take no chances if possible.
"Don't listen to the muttering," he warns, calling out loud enough for his voice to carry over the noise of the fight.
He can only hope that his allies have the good sense to accept that advice, rather than taking it as a spur to their curiosity; at any rate, he's done all he can. The next thing is to slow down the arrival of more reinforcements. Preparing himself and calling an invocation to mind, he waits for the opportune moment.
[sblock=Pseudonatural Griffon]
Pseudonatural Griffon:
Large Outsider
HD 7d10+35 (73 hp)
Initiative: +2
Speed: 30', Fly 80' (average)
AC 17 (touch 11, flat-footed 15)
BAB/Grapple: +7/+17
Attack: Bite +13 melee (2d6+6)
Full Attack: Bite +13 melee (2d6+6) and 2 claws +10 melee (1d4+3)
Space/Reach: 10 ft/5 ft
Special Attacks: Pounce, Rake 1d6+3, True Strike
Special Qualities: Darkvision 60 ft, low-light vision, scent, Alternate Form, DR 5/magic, Acid and Electricity Resistance 5, Spell Resistance 17
Saves: Fort +10, Ref +7, Will +5
Abilities: Str 22, Dex 15, Con 20, Int 5, Wis 13, Cha 8
Skills: Jump +10, Listen +6, Spot +10
Feats: Iron Will, Multiattack, Weapon Focus (bite)
Pounce (Ex.): If a griffon dives upon or charges a foe, it can make a full attack including two rake attacks.
Rake (Ex.): Attack bonus +10 melee, damage 1d6+3
Alternate Form (Su): As a standard action, a pseudonatural griffon can take the form of a grotesque, tentacled mass (though this alien appearance has no effect on the creature's abilities). Other creatures receive a -1 morale penalty on their attack rolls against the creature when it is in this alternate form.[/sblock]
[sblock=OOC]Griffon Charge Attack (on one of the monks with the incorporeal undead):
Bite 23 (<8>+15), Damage 15 (<3,6>+6)
Claw #1 29 (<17>+12), Damage 4 (<1>+3)
Claw #2 28 (<16>+12), Damage 6 (<3>+3)
Rake #1 17 (<5>+12), Damage 8 (<5>+3)
Rake #2 15 (<3>+12), Damage 8 (<5>+3)
Knowledge (Religion) for Dark Knowledge on the Undead: 38 (<17>+21) = +3 bonus on everyone's saves against any of the creature's abilities. 4/5 uses left today. I've assumed that the thing is an allip, and therefore the babbling is the most relevant thing to warn against. If I was wrong then let me know, and I'll edit my post.
Dark Knowledge is a move action, completing a full round casting isn't an action... so I've still got a standard action.
Ready an action to cast Flame Strike on the next bunch of enemies who come within range (200 ft.). Damage 34 (<6,5,5,4,3,3,2,2,2,2>), DC 20 ref save for half. [/sblock]