BoS:Gryphon Matriarch

Gryphon Matriarch
Huge Monstrosity, unaligned

Armor Class 16 (natural armor)
Hit Points 262 (25d12 + 100)
Speed 30 ft., fly 80 ft.

24 (+7) 15 (+2) 18 (+4) 4 (-3) 16 (+3) 12 (+1)

Saving Throws Agi +8, End +10, Wil +9, Per +7
Skills Perception +8
Damage Vulnerabilities {{{vulnerabilities}}}
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Damage Immunities {{{immunities}}}
Condition Immunities {{{conditions}}}
Senses darkvision 60 ft., passive Perception 18

Challenge 15 (13,000 XP)Proficiency Bonus +5
Keen Sight. The gryphon matriarch has advantage on Willpower (Perception) checks that rely on sight.

Pounce. If the gryphon matriarch moves at least 20 feet straight toward a creature and then hits it with a talon attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, the gryphon matriarch can make one beak attack against it as a bonus action.

Legendary Resistance (3/Day). If the gryphon matriarch fails a saving throw, it can choose to succeed instead.
Multiattack. The gryphon matriarch makes three attacks; two with its talons and one with its beak.

Beak. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) piercing damage.

Talon. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Barrel Roll. The gryphon matriarch quickly moves 40 feet in a straight line. Each creature within 5 feet of the line must succeed on a DC 20 Strength or Agility saving throw (target's choice) or be knocked prone and take 17 (3d6 + 7) bludgeoning damage plus 17 (3d6 + 7) slashing damage. On a successful save, the creature takes only half damage, isn't knocked prone, and is pushed 5 feet away from the line into an unoccupied space of the creature's choice. If unoccupied space is within range, the creature is knocked prone.
Legendary Actions
The gryphon matriarch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The gryphon matriarch regains spent legendary actions at the start of its turn.

Detect. The gryphon matriarch makes a Willpower (Perception) check.

Sudden Gust (Costs 2 Actions). The gryphon matriarch beats its wings. Each creature within 15 feet of the gryphon matriarch must succeed on a DC 20 Agility saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The gryphon matriarch can then fly up to half its flying speed.

Talon Attack. The gryphon matriarch makes a talon attack.

Found In: Bestiary of Summerset


As rare as they are ferocious, gryphons can only be found on the isle of Summerset, and are held in high regard by the local High Elves. To some extent, the High Elves look at the majestic and powerful gryphons and see things in them that they admire about themselves: pride, beauty, strength, and wisdom. A symbol of the Altmer people is the eagle, and so they revere the gryphon, as they are a combination of eagle and lion. They are symbolically important to the High Elves just on this basis.

Gryphon's are winged, four legged predators, evolved for flight, and with traits you'd also happen to find in big cats and birds of prey. Completely coated in feathers, these beautiful creatures have bright plumage on their heads, broad feline shoulders, and powerful tails and legs, designed to help the creature fly and make tight turns when closing in on their prey. Their prominent lynx-shaped ears have an endearing charm of predatory beauty, while the unique toe arrangements on the gryphons feet allows them to have the clasping talons of an eagle, while still maintaining the fast and nimble movement of a lion.

Ground and Sky Superiority. While few in number, gryphons can still be found nesting in Summerset's wilds, and an adventurer that encounters one in their travels is recommended to choose flight rather than fight. Gryphons are especially agile and dangerous foes. Aggressive and territorial, gryphons engage in brutal aerial combat to defend their nests. Able to strike from the ground or while soaring in the air, these monsters force their foes to always keep their head on a swivel and eyes on the sky.

Trained Mounts. Of course, not all of the island's gryphons are aggressive. Some have been trained to fight beside their High Elf masters, such as those ridden by the Welkynar of Cloudrest and Sunhold, who develop a special magical bond with their gryphons from birth.

Gryphon Matriarch

Some gryphons find a way to reach even greater heights than their other kin. These gryphons are extremely dangerous and usually take control over large territories. If they make their lairs too close to well traveled passages or become the unsuccessful targets of egg pillagers too often, they can develop a taste for the flesh of men and mer, making them even more dangerous and aggressive.

The Altmer of Sunhold have fostered a deep and trusting relationship with the gryphons. Sunnawel, a tame (but still ferocious) matriarch, watches over the coastal city and flies alongside the Welkynar.

A Gryphon Matriarch's Lair

Gryphons lair in the high rocky clifftops, building their nests from sticks, leaves, and the bones of their prey. Once gryphons establish a territory, they remain in that area until the food supply has been exhausted.

Lair Actions

On initiative count 20 (losing initiative ties), the gryphon can take a lair action to cause one of the following effects; the gryphon can't use the same effect two rounds in a row:

  • The gryphon calls forth the nearby kin in it's lair, having 1d6 gryphon hatchlings arrive in 1d4 rounds. The hatchlings act as allies of the gryphon and obey its commands. The hatchlings remain for 1 hour, until the gryphon dies, or until the gryphon dismisses them as a bonus action.
  • Gusts of wind surge in a direction that the gryphon chooses. Each creature in a direct path of the wind must succeed on a DC 15 Strength saving throw or be moved back 15 feet and knocked prone.
  • The gryphon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.

Regional Effects

The region containing a legendary gryphon's lair is warped by the creature's presence, which creates one or more of the following effects:

  • Water sources within 1 mile of the lair are crystal clear and fresh. Any creatures that drink such water gains 5 temporary hit points.
  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the wind gusts around the area are strong and relentless.
  • Between gusts of wind, fog lightly obscures the land within 1 mile of the lair.

If the gryphon dies, the winds stop in 1 day, and the other effects fade in 1d10 days.