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Celestial Griffon, Sentinel of the Heavens

Celestial Griffon, Sentinel of the Heavens
Create

A majestic fusion of lion and eagle, the Celestial Griffon radiates an aura of divine authority. Its leonine body is clad in sleek, golden fur that gleams like polished metal in sunlight. Towering wings—each feather etched with glowing celestial runes—span nearly 30 feet, shimmering with hues of silver, white, and pale blue. Its eagle head is crowned with a luminous halo, and its piercing sapphire eyes seem to look through mortal souls. Every movement carries the grace of a predator and the solemnity of a divine herald.


Behavior

Celestial Griffons are intelligent, noble creatures guided by unwavering moral codes. They are fiercely protective of sacred sites, innocents, and those bound by celestial pacts. They abhor cruelty and injustice, often intervening in mortal realms during times of great imbalance. Despite their martial prowess, they prefer diplomacy and warnings over violence, offering redemption before retribution. They communicate telepathically and are known to deliver prophetic visions to those deemed worthy.


Habitat

These rare beings dwell atop the highest peaks of the Upper Planes—particularly Mount Celestia or the radiant spires of Elysium. In the Material Plane, they may appear near holy temples, ancient ruins of lost celestial empires, or among the clouds guarding planar rifts. Wherever they reside, the land blooms with ethereal light, and evil is repelled by their very presence.


Modus Operandi

By William Blake - Celestial Griffon, Sentinel of the Heavens
By William Blake – selbst gescannt, Public Domain, https://commons.wikimedia.org/w/index.php?curid=23440

When provoked or on a divine mission, a Celestial Griffon strikes with swift, calculated precision. It descends like a comet of wrath, using its blinding speed and radiant-infused talons to dismantle evil foes. It uses a mixture of aerial agility and divine magic—often casting moonbeam, guardian of faith, or banishment—to cleanse corruption. If fighting beside allies, it takes a commanding role, inspiring courage and shielding them with radiant wards.


Motivation

Born of divine will, the Celestial Griffon exists to protect the cosmic balance and uphold the decrees of celestial courts. It seeks to purge infernal corruption, guide chosen champions, and defend relics that could upset the scales of good and evil. While loyal to the divine, it possesses a deep sense of personal honor, often testing the hearts of mortals it aids. It does not serve blindly—it chooses whom it deems righteous.


  • Celestial Griffon 5e
  • Celestial Griffon, Pathfinder
  • Celestial Griffon 3.5
Celestial Griffon, Sentinel of the Heavens
Create

Large Celestial, Lawful Good
Challenge 11 (7,200 XP) Proficiency Bonus +4


Armor Class 19 (natural armor)
Hit Points 187 (22d10 + 66)
Speed 40 ft., fly 80 ft.


STRDEXCONINTWISCHA
22 (+6)16 (+3)17 (+3)14 (+2)20 (+5)18 (+4)

Saving Throws Dex +7, Wis +9, Cha +8
Skills Insight +9, Perception +13, Religion +6
Damage Resistances radiant, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 23
Languages Celestial, telepathy 120 ft.
Proficiency Bonus +4


Divine Grace.

The griffon adds its Charisma modifier (+4) to all saving throws (included above).

Holy Radiance (Aura).

The Celestial Griffon emits a 30-foot aura of radiant light. When a hostile creature starts its turn in the aura, it must succeed on a DC 16 Constitution saving throw or take 10 (3d6) radiant damage and have disadvantage on attack rolls until the start of its next turn.
Allies within the aura have advantage on saving throws against being charmed or frightened.

Magic Resistance.

The Celestial Griffon has advantage on saving throws against spells and other magical effects.


Actions

Multiattack.

The griffon makes two attacks: one with its Beak and one with its Talons, or it can use Radiant Dive and make one Beak attack.


Beak. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.

Hit: 17 (2d10 + 6) piercing damage.

Talons. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.

Hit: 21 (3d10 + 6) slashing damage plus 7 (2d6) radiant damage.


Radiant Dive (Recharge 5–6).

The Celestial Griffon soars up to 60 feet in a straight line without provoking opportunity attacks and slams into a point it can see. Each creature within a 15-foot radius must make a DC 16 Dexterity saving throw, taking 27 (6d8) radiant damage on a failed save, or half as much on a success.
On a failed save, a creature is also blinded until the end of its next turn.


Judgment of the Heavens (1/Day).

The Celestial Griffon targets up to three creatures it can see within 60 feet. Each must succeed on a DC 16 Wisdom saving throw or become paralyzed for 1 minute as they are overwhelmed by divine visions.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Bonus Actions

Guardian’s Ward (Recharge 4–6).

The Celestial Griffon grants divine protection to one ally it can see within 30 feet. That ally gains resistance to all damage and is immune to being charmed or frightened until the start of the griffon’s next turn.


Legendary Actions

The Celestial Griffon can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The griffon regains spent legendary actions at the start of its turn.

  • Radiant Wingbeat. The griffon beats its wings. Each creature of its choice within 10 feet must succeed on a DC 16 Constitution saving throw or take 9 (2d8) radiant damage.
  • Holy Warning. The griffon lets out a celestial screech. One ally that can hear it within 60 feet gains advantage on its next attack roll or saving throw.
  • Celestial Dash. The griffon moves up to its flying speed without provoking opportunity attacks.

Tactics

The Celestial Griffon opens from above with Radiant Dive, targeting clustered foes. It focuses on evil-aligned or spellcasting enemies, using Judgment of the Heavens to lock down high-priority threats. It protects key allies with Guardian’s Ward and uses Holy Warning to keep the momentum in its favor. When outnumbered, it retreats skyward, using its speed and aerial mobility to harry from a distance and strike with precision.

Celestial Griffon, Sentinel of the Heavens
Create

Large outsider (celestial, extraplanar, good)
CR 10
XP 9,600
LG


DEFENSE

  • Init +5
  • Senses darkvision 60 ft., low-light vision, detect evil, Perception +21
  • AC 25, touch 14, flat-footed 20 (+1 Dex, +11 natural, +3 deflection)
  • HP 135 (10d10+80)
  • Fort +11, Ref +8, Will +13
  • DR 10/evil
  • Immune disease, fear, poison
  • Resist acid 10, cold 10, electricity 10
  • SR 21
  • Defensive Abilities aura of courage, holy radiance

OFFENSE

  • Speed 40 ft., fly 80 ft. (good)
  • Melee bite +17 (2d6+6), 2 talons +17 (1d8+6 plus 1d6 radiant)
  • Space/Reach 10 ft./5 ft.

Special Attacks

  • Radiant Dive (Su) (Recharge 1d4 rounds)
    As a full-round action, the griffon flies up to 60 feet in a straight line and crashes down in a burst of radiant light. All creatures within a 20-foot radius must succeed on a DC 19 Reflex save or take 6d8 radiant damage and be blinded for 1 round. On a successful save, they take half damage and are not blinded. This movement does not provoke attacks of opportunity.
  • Judgment of the Heavens (Su) (1/day)
    Up to three creatures within 60 feet must succeed on a DC 19 Will save or be paralyzed for 1 round and shaken for 1 minute. Creatures who succeed are shaken for 1 round. This is a mind-affecting fear effect.
  • Smite Evil (Su) 3/day
    As a swift action, the griffon can designate one evil creature to smite. It adds its Charisma bonus to attack rolls and its Hit Dice to damage rolls. Smite persists until the target is defeated or the griffon rests.

Spell-Like Abilities (CL 10th; concentration +14)

  • Constant: detect evil, tongues
  • At will: cure serious wounds, daylight, aid
  • 3/day: flame strike (DC 18), blessing of fervor, searing light
  • 1/day: holy word (DC 21)

STATISTICS

  • Str 23, Dex 13, Con 18, Int 12, Wis 20, Cha 18
  • Base Atk +10; CMB +17; CMD 31 (vs. trip, grapple +35)
  • Feats Flyby Attack, Power Attack, Multiattack, Weapon Focus (talon), Iron Will
  • Skills Fly +15, Knowledge (planes) +14, Perception +21, Sense Motive +19, Diplomacy +13
  • Languages Celestial, Common; telepathy 100 ft.

ECOLOGY

  • Environment Any good-aligned outer plane (often Mount Celestia or Elysium)
  • Organization Solitary or pair
  • Treasure Standard (feathers may be used in divine scrolls or holy relics)

SPECIAL ABILITIES

Aura of Courage (Su):
The griffon radiates a 30-ft. aura granting allies within it a +4 morale bonus on saving throws against fear effects.

Holy Radiance (Su):
Hostile creatures within 20 ft. take a –2 penalty on attack rolls and saving throws against fear and charm effects. Undead and evil outsiders in the aura take 1d6 points of radiant damage per round (no save). The griffon can suppress or resume this aura as a free action.


TACTICS

Before Combat:
The griffon often activates blessing of fervor or daylight prior to battle. It positions itself in the air to prepare a devastating radiant dive.

During Combat:
It prioritizes evil foes with smite evil, employing flame strike to damage grouped enemies. Judgment of the Heavens is reserved for the most dangerous opponents to incapacitate them briefly. It protects allies using aid and uses mobility to avoid being cornered.

Morale:
It fights with honor and courage but will retreat if forced to protect innocents or to regroup with allies.


DESCRIPTION

Celestial griffons are majestic divine guardians, blending lion and eagle with radiant celestial power. They serve gods of justice and light, hunting evil and aiding the righteous. Their feathers shimmer with holy energy, and their eyes reflect the stars. Rarely seen on the Material Plane, their arrival signals divine intervention in mortal affairs.

Celestial Griffon, Sentinel of the Heavens
Create

The majestic, Celestial Griffon has the body of a lion, the head and forelegs of a great eagle, and a massive pair of feathered wings.

From D&D Wiki

Griffons are powerful, majestic creatures with the characteristics of both lions and eagles.

From nose to tail, an adult griffon can measure as much as 8 feet. Neither males nor females are endowed with a mane. A pair of broad, golden wings emerge from the creature’s back and span 25 feet or more. A griffon weighs about 500 pounds.

A griffon cannot speak, but understands Common.


Celestial Griffon
Size/TypeLarge magical beast (Extraplanar)
Hit Dice7d10+21 (59 hp)
Initiative+2
Speed30 ft. (6 squares), Fly 80 ft. (average)
Armor Class17 (-1 size, +2 Dexterity, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple+7/+15
AttackBite +11 melee (2d6+4)
Full AttackBite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2)
Space/Reach10 ft./5 ft.
Special AttacksPounce, rake 1d6+2
Special
Qualities
Darkvision 60 ft., Low-Light Vision, Scent, Resistance to acid, cold, and electricity 5, Spell Resistance 12, Damage Reduction 5/magic
SavesFort +8, Ref +7, Will +5
AbilitiesStrength 18, Dexterity 15, Constitution 16, Intelligence 5, Wisdom 13, Charisma 8
SkillsJump +8, Listen +6, Spot +10
FeatsIron Will, Multiattack, Weapon Focus (bite)
EnvironmentTemperate hills in any good-aligned plane
OrganizationSolitary, pair, or pride (6-10)
Challenge Rating5
TreasureNone
AlignmentAlways good (any)
Advancement8-10 HD (Large); 11-21 HD (Huge)
Level Adjustment+3 (cohort)

COMBAT

Griffons prefer to pounce on their prey, either diving to the attack or leaping from above.

Smite Evil (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a evil foe.

Pounce (Ex): If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +8 melee, damage 1d6+2.

Skills: Griffons have a +4 racial bonus on Jump and Spot checks.

TRAINING A GRIFFON

Although intelligent, a griffon requires training before it can bear a rider in combat. To be trained, a griffon must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly griffon requires six weeks of work and a DC 25 Handle Animal check. Riding a griffon requires
an exotic saddle. A griffon can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride (Dexterity)check.

Griffon eggs are worth 3,500 gp apiece on the open market, while young are worth 7,000 gp each. Professional trainers charge 1,500 gp to rear or train a griffon.

Carrying Capacity: A light load for a griffon is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

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