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 – 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.
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.
STR
DEX
CON
INT
WIS
CHA
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.
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.
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
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.
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.
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.