Celestial Hippogriff CR 2
Always CG Large Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision, scent; Listen +4, Spot +8
Languages —
AC 15 (−1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
hp 3d10+9 (25 hp)
Fort Ref Will
Speed 50 ft. (10 squares), fly 100 ft. (average)
Space/Reach 10 ft./5 ft.
Base Atk +3; Grp +11
Melee claw ()
Full Atk 2 claws () and bite ()
Attack Options Smite evil
SQ low-light vision, scent, resistance to acid 5, cold 5, and electricity 5, SR 8
Abilities Str 18, Dex 15, Con 16, Int 3, Wis 13, Cha 8
Feats Dodge, Wingover
Skills Listen +4, Spot +8
Advancement 4–6 HD (Large); 7–9 HD (Huge)
Environment Any good-aligned plane
Organization Solitary, pair, or flight (7–12)
Treasure None
Summon Monster: Summon Monster III
Smite Evil (Su): Once per day, this creature can make a normal melee attack to deal +3 extra damage against an evil foe.
Skills: Hippogriffs have a +4 racial bonus on Spot checks.
Celestial template: Applied to the base creature (see Celestial Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
Hippogriffs are aggressive flying creatures that combine features of horses and giant eagles.
Open Game Content · Monster entry · Celestial Creature · Summon Monster III.