
Brian Turner 355 |
P.S. I was thinking that perhaps he can strike a bargain with the Griffon with the help of Speak with Animals potion (with it being altered for Magical Beasts) Perhaps the Griffon can be found in the were rat sewer in the cage instead of the Otyugh? Thanks for the help again.

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In fact there is a PFS scenario called Portent's Peril which is located in Korvosa where the party comes across a young hippogriff during the course of the investigation.
You might be able to up the level or if by chance they happen to be still level 5 play it at the highest tier.

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rkotitan wrote:** spoiler omitted **I tried that but he is dead set on having a Griffon because it can understand common.
Is that the only stumbling block? Tell him that you'll allow the hippogriff to understand Common, just as a griffin would and see if he agrees to that.
Remember that the griffin is a CR4 creature and the hippogriff is CR2. I have to wonder if their relative power levels play into his thinking at all.
-Skeld

Lakesidefantasy |
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Is he playing a cleric of Abadar by any chance?
In my game I have a player playing a cleric of Abadar. Every once in awhile "Old Cob" shows up to give this cleric a ride as a favor from Abadar. Cobblhoof is a celestial hippogriff who wears a mithral breastplate and is battle trained. He understands common, celestial, and several other languages but "he doesn’t appreciate 'youngsters' talking down to him or treating him like a mere beast".
You can find information about Cobblhoof in the chapter on Abadar in Seven Days to the Grave.
I am fully ready to present my player Cobblehoof as an animal companion or cohort if he wants to take the requisite classes or feats.
I've even created a stat block for him if it's ever needed.
Celestial hippogriff
LN Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +9
DEFENSE
AC 20, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 dodge, +2 natural, –1 size)
Fort +5, Ref +5, Will +2
Resist acid 5, cold 5, electricity 5; SR 7
Hit Dice 3d10+6; hp 22
OFFENSE
Speed 40 ft., fly 100 ft. (average)
Space 10 ft.; Reach 5 ft.
Melee bite +4 (1d6+2) and 2 claws +4 (1d4+2)
STATISTICS
Str 15, Dex 15, Con 14, Int 12, Wis 12, Cha 9
Base Atk +3; CMB +6; CMD 19
Feats Dodge, Wingover
Skills (armor -0); Acrobatics +6, Fly +8, Linguistics +3, Perception +9; Racial Modifiers +4 Perception
Languages Celestial, Common, Draconic, Infernal
Gear mithral agile breastplate barding, exotic military saddle
SPECIAL
Smite Evil 1/day as a swift action add Cha bonus to attack rolls and damage bonus equal to HD against evil foes; smite persists until target is dead or the celestial creature rests.