Armour Class 7
Hit Dice 3+3*
Move 150’ (50’)
burrow 90’ (30’)
Attacks 1 bite
Damage 1-10
No. Appearing 1-2 (2-8)
Save As F3
Morale 8
Treasure Type B
Alignment Neutral
XP Value 75

Odd creatures of the badlands and dry steppes, griphs stand a hair over two feet at the shoulder; somewhat incongruously they combine compact muscular torsos with relatively long hind legs, shorter and stronger forelegs, and a long flicking tail. With the exception of a “mane” of degenerate feathering from the base of the skull to the tip of the tail, a griph is otherwise covered in a mosiac of rusty-brown scales. All four feet are raptorial, the forefeet broader and the claws too blunt for effective combat; and the head is large and deep, with a hooked beak capable of cracking bone and an extensive bony frill extending from the back of the skull.

Despite being well built for running, griphs are accomplished burrowers; they also are renowned for hoarding gold, oddly enough, and will both dig for it and attack those bearing it.

In combat a griph brings its massive beak to bear, biting for 1-10 hit points of damage. Though it will not normally use its claws to fight, if a griph succeeds in its bite attack with a to hit result of 18-20, it will maintain its bite in the next round and begin to pummel its opponent with its claws, inflicting 2-8 hit points of damage as well as its bite damage.

License: Hamsterish Hoard OGL