Griffons

Description:

MYTHIC GRIFFON CR 5/MR 2
XP 1,600
N Large magical beast (mythic)
Init 4; Senses darkvision 60 ft., low-light vision, scent;
Perception +10
DEFENSE
AC 19, touch 11, flat-footed 17 (
2 Dex, 8 natural, –1 size)
hp 85 (5d10 +35)
Fort +7, Ref +6, Will +5
DR 5/epic
OFFENSE
Speed 30 ft., fly 100 ft. (average)
Melee bite +8 (1d6 +4 plus grab), 2 talons +10 (1d6 +4)
Space 10 ft.; Reach 5 ft.
Special Attacks mythic power (2/day, surge +1d6), pounce,
power dive, rake (2 claws +8, 1d4 +4)
STATISTICS
Str 18, Dex 15, Con 16, Int 8, Wis 14, Cha 8
Base Atk +5; CMB +10 (
14 grapple); CMD 22 (26 vs. trip)
Feats Flyby AttackB, Iron Will, Skill Focus (Fly), Weapon
Focus (talons)M
Skills Acrobatics +11, Fly +10, Perception +10; Racial Modifiers
+4 Acrobatics, +4 Perception Stealth +10
Languages Common (cannot speak)
Acrobatics, Climb, Fly, Perception, Stealth, Swim.
SPECIAL ABILITIES
Power Dive (Ex) A flying griffon can move up to four times its speed when it charges. If its charge begins 40 or more feet above its target, its first attack deals double damage. It must be flying downward at an angle of 45 degrees or steeper to use this ability

Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. Amazing Initiative

(Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round
Bio:

Griffons

Memories of Green wizardrisk