
Character
Golden Griffins
A public character created with Summon Worlds.
Open in Summon WorldsDetails
- Type
- Monstrosity
- Alignment
- True Neutral
- Size
- Large
- Armor class
- 18
- Hit points
- 250
- Speed
- 30
- Challenge
- 15
- Experience
- 13000
- Languages
- Common, Celestial, Primordial
- Senses
- Darkvision 60 ft., Passive Perception 19
- Skills
- Perception, Insight, Athletics, Persuasion
Biography
The Golden Griffins emerged not through divine blessing or arcane mutation, but through an ancient pact made between the first settlers of their kingdom and the primordial spirits of wind and earth. Centuries ago, when humans first arrived in the fertile valleys that would become the Kingdom of the Golden Griffin, they found themselves caught between warring factions of sky-dwelling raptors and territorial mountain beasts. Rather than fight, the settlers offered a covenant: they would share their lands and prosperity if the creatures would merge their essences, creating something entirely new that could bridge both worlds. The spirits accepted, and from that supernatural union came the first Golden Griffins, their luminous plumage a physical manifestation of the balanced harmony that had been achieved. These magnificent creatures grew larger than their wild cousins, their bodies infused with the golden light of that primordial compromise, and they chose to remain in the kingdom as both guardians and symbols of the pact. Over generations, the Golden Griffins developed a philosophy that mirrored the neutrality of their creation—they would neither favor predator nor prey, neither mountain nor sky, but instead maintain the delicate equilibrium their existence represented. They serve as judges in disputes, mediators between conflicting factions, and wanderers who move through the kingdom without allegiance to any single power or ideal. The Golden Griffins ask nothing for their service except that the ancient balance be preserved, making decisions based on what maintains harmony rather than what benefits any particular group. Some whisper that they are emotionless, but those who have looked into their eyes understand that they simply love all things equally and judge all things fairly. This unwavering commitment to equilibrium has made them both revered and, occasionally, resented by those who wish for the griffins to take their side.
Attributes
Strength
20, modifier 5
Dexterity
16, modifier 3
Constitution
20, modifier 5
Intelligence
12, modifier 1
Wisdom
18, modifier 4
Charisma
14, modifier 2
Actions
Multiattack
The Golden Griffin makes two attacks: one with its beak and one with its claws.
Beak Attack
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d10 + 5 piercing damage.
Claw Attack
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.
Wind's Embrace
The Griffin creates a gust of wind in a 30 ft. cone. Each creature must succeed on a DC 17 Strength saving throw or be pushed 15 ft. away and knocked prone.
Harmony's Call
The Griffin emits a soothing sound. All creatures within 60 ft. regain 3d8 hit points and are cured of one condition.
Judgment's Gaze
The Griffin targets one creature it can see within 60 ft. The target must succeed on a DC 17 Wisdom saving throw or be paralyzed until the end of its next turn.
Abilities
Guardian of Balance
The Golden Griffin can sense disturbances in harmony within 1 mile.
Flight of the Winds
The Golden Griffin has advantage on all Dexterity saving throws while flying.
Judgment's Eye
The Golden Griffin can see invisible creatures and objects within 60 feet.
Aura of Equilibrium
All creatures within 30 feet have disadvantage on attack rolls against the Griffin.
Saving throws
strength
10
dexterity
8
constitution
10
wisdom
9
Legendary actions
Wings of the Ancients
The Griffin can fly up to its speed without provoking opportunity attacks.
Balance Shift
The Griffin can impose disadvantage on one attack roll made against it until the start of its next turn.
Primordial Judgment
The Griffin targets one creature within 60 ft. that it can see. The target must make a DC 17 Constitution saving throw or take 4d10 radiant damage.
Damage resistances
Bludgeoning
Piercing
Slashing
Condition immunities
Charmed
Frightened
Gallery

World connections