Free interactive D&D 5e SRD stat block

Hippogriff

Large Monstrosity, CR 1, AC 11, 26 HP. Unaligned.

Large Monstrosity, Unaligned

AC
11
Initiative
+1 (11)
HP
26 (4d10+4)
Speed
40 ft., Fly 60 ft.
ScoreModSave
STR 17 +3 +3
DEX 13 +1 +1
CON 13 +1 +1
INT 2 -4 -4
WIS 12 +1 +1
CHA 8 -1 -1
Skills
Perception +5
Senses
Passive Perception 15
Languages
None
CR
1 (XP 200; PB +2)

Traits

Flyby. The hippogriff doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.

Actions

Multiattack. The hippogriff makes two Rend attacks.

Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8+3) Slashing damage.

How to run Hippogriff

A hippogriff is a flying skirmisher that nests on cliffs and hates trespassers near its young. The whole encounter is shaped by Flyby and a 60-foot fly speed: the hippogriff swoops in, makes its Multiattack of two Rend strikes at +5 for 7 each, and leaves before the party gets to swing back. Run it on the ground only when the GM forgets the trait.

Open from above. Passive Perception 15 means the hippogriff sees the party long before the party spots a brown-feathered shape in a brown sky. The first round should be a dive: 60 feet of fly speed to reach the rear marcher, two Rend attacks for an average of 14 damage, then continue moving without provoking opportunity attacks because Flyby disables them. End the turn 30 to 40 feet up and out of melee range. A first-level fighter takes that hit and is at single digits; a wizard goes down.

Pair them. One hippogriff is a one-round annoyance with 26 HP and AC 11; two or three turn a road encounter into a real problem. Have them strafe from different angles so the ranger can't cover the whole sky. The ground party will burn movement chasing nothing, and the bows will roll at long range while the hippogriffs roll at advantage from elevation. If a hippogriff drops below half HP, it breaks off and flies straight back to the nest. They are animals defending territory, not soldiers.

Set the encounter in terrain that punishes flying targets. A canyon with crosswinds, a forest with a single clearing, a cliff path where missing a save knocks a PC off the edge. The hippogriff's mediocre to-hit and damage do their work when the party can't reliably reach back.

Put the nest on the map. The party can see the chicks if they look up. The fight ends if the party leaves, and the hippogriff will not pursue past the territorial boundary you drew at the start.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser — share a state with the URL bar.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →