Hippogriff (CR 2)
Large Magical Beast
Alignment: Always neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +4, and Spot +8
AC: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Hit Dice: 3d10+9 (25 hp)
Fort +6, Ref +5, Will +2
Speed: 50 ft., fly 100 ft. (average)
Space: 10 ft./5 ft.
Base Attack +3; Grapple +11
Attack: Claw +6
Full Attack: 2 claws +6 melee and bite +1 melee
Damage: Claw 1d4+4, bite 1d8+2
Special Attacks/Actions: -
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8
Feats: Dodge; Wingover
Skills: Listen +4 and Spot +8
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Climate/Terrain: Temperate hills
Organization: Solitary, pair, or flight (7-12)
Hippogriffs dive at their prey and strike with their taloned forelegs. When they cannot dive, they slash with claws and beak. Mated pairs and flights of these creatures attack in concert, diving repeatedly to drive away or kill intruders. Hippogriffs fight to the death to defend their nests and their hatchlings, which are prized as aerial mounts and fetch a handsome price in many civilized areas.
Skills: Hippogriffs receive a +4 racial bonus to Spot checks during daylight hours.