Swiftwind

Half hawk, half horse, ALL MOUNT

Description:

Swiftwind the Hippogriff

Swiftwind’s feathers bear colouration similar to those of a hawk, with his torso and hind-end being a medium grey. Swiftwind measures 17 hands high, 11 feet long and weigh upward of 1,500 pounds.

N Large magical beast (non-combat, riding trained)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +9

Defence
AC 14, touch 12, flat-footed 11 (+2 Dex, +1 dodge, +2 natural, -1 size)
HP 22 (3d10 + 6)
Fort +5, Ref +5, Will +2

Offence
Speed 40 ft., fly 100 ft. (average)
Melee bite + 4 (1d6 + 2), 2 claws + 4 (1d4 + 2)
Space 10 ft., Reach 5 ft.
Swiftwind flies at full speed even when mounted up to his medium carry weight max.

Statistics
Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 9
Base Atk +3; CMB +6; CMD 19
Feats Dodge, Wingover
Skills Fly +5, Perception +9
Racial Modifiers +4 Perception (added)

Notes

  • Tricks: (6 max) (riding trained): come, heel, and stay
  • A hippogriff can carry 198 pounds as a light load, 399 pounds as a medium load, and 600 pounds as a heavy load.
    *Flying mounts can’t fly in medium or heavy barding.
Bio:

Mounted combat things to remember:

*To ride a non-combat trained mount requires a Ride check: DC10
*To ride a non-combat trained mount in combat requires a Ride check: DC20. If you fail the Ride check, you can do nothing else in that round.

  • To control a non-combat trained mount in combat requires a Handle Animal check: DC20 and move action.
  • If an animal is being used as a mount, companion or otherwise, it will act according to the mount rules. Without a rider to guide it, a mount avoids combat. Meaning, if you are out of the saddle and not actively commanding it, it will only participate in a fight to defend itself. The exception is if the animal is trained to Defend. In that case, it will stand its ground and also defend the fallen rider.
  • Mount acts on the riders initiative
  • When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground.
  • If your mount moves more than 5 feet, you can only make a single melee attack.
  • If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge.
  • You can use ranged weapons while your mount is moving. If it is taking a double move, there is a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed) at a –8 penalty. You can make a full attack with a ranged weapon while your mount is moving.
  • Casting spells is fine if the mount is moving at a speed under your own natural speed, if not it is a concentration check for the spell caster
  • Flying mounts can’t fly in medium or heavy barding.
  • Requires an exotic saddle to ride

Natural Attacks: Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls. Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls. […]

Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their natural attacks as secondary attacks during that attack, regardless of the attack’s original type.

Swiftwind

Pathfinder 2: the Seconding Porkins_chop