Griffon (353.5 points)
Speed 6.75, Attack 13, Damage 1d+1 (Claw/Trample)
Dodge 9r or 10f (+1 with barding), Move 36 (142 maximum in flight)
Damage Resistance 1 or 2 (Fur/Barding), Hit Points 14
Attributes: Strength 31; Dexterity 13; Health 14, Intelligence 4
Advantages: Enhanced Move (Running) 4 , Four Legs , Fur (think feathers) , Ultrahearing , 1 points of Temperature Tolerance (cold) [free with thick feathers], Flight, Winged , Alertness +5 
Disadvantages: Horizontal [-
Racial Quirks (-
Skills: Flying 13, Climbing 14. A beast uses it’s DX for attacks.
Perception: Normal (14 for beasts) but can see 8 times more distant than a human
Attack (Bite or Trample) Skill 13, Damage 1d-
Move: 6 (18 running with Enhanced Move, 36 flying with Enhanced Move)
Dodge: 9 running, 10 flying (half DX or half Move, use greater for animals, max 10), +1 with barding
Hit Points: 14
Damage Resistance: 1 (feathers) or 2 (feathers and Barding)
Griffon (Point Cost Total: 353.5)
Physical: 290.5, Mental: -
GURPS 3rd Edition Racial Template by J. Scott Pittman
Physical: Attributes (308.5 points)
Strength 31 [175.5]; Dexterity 13 ; Health 14 
Physical: Advantages (183 points)
Enhanced Move (Running) 3 , Enhanced Move (Flying) 5 , Four Legs , Fur (think feathers) , Ultrahearing , 1 points of Temperature Tolerance (cold) [free with thick feathers], Flight, Winged , Telescopic Vision x8 , Nictating Membrane 
Physical: Disadvantages (-
Physical: Racial Skills (5 points)
Flying at DX , Climbing at HT 
Mental: Attributes (-
Intelligence 4 [-
Mental: Advantages (0 points)
Alertness +5 
Mental: Disadvantages (-
Mental: Racial Skills (0 points)
Short Lifespan 1 [-
Racial Quirks (-
Dislikes Dragons [-
Racial Language: None (Bestial Griffon)
Griffons are creatures of the Fey, and are extremely rare steeds. They are graceful creatures, with a giant bird-
• Mounting a griffon requires a Riding roll. Otherwise, it takes 1d6+1 turns!
• A failed Riding roll spooks a griffon, requiring a riding roll each turn afterward. Three successes indicates the steed has calmed. Three failures indicates loss of control (see Basic Rules, pg. 135).
• Griffons are at -
A lance requires a minimum ST of 12; it takes one turn to ready a lance after a miss, 2 turns to ready it after a hit. A lance longer than 12 feet may be used, to give an advantage in reach, but for every additional foot of lance, the lancer takes a -
The lance does thrust+3 impaling damage, based on the griffon's ST and velocity (see sidebar, GURPS Basic, pg. 136). If the griffon is moving 5 or fewer hexes per turn, the lance does thrust+3 damage based on 1/4 of the griffon's ST, rounded down. If it is moving 6-
Tournament jousting is done with blunted wooden lances, specially designed to break if they strike very hard. These do thrust+3 crushing damage. If more than 15 points of damage is rolled, the lance snaps, doing 15 points of damage.
Swords, axes, spears, etc. may be swung by a rider. If the mount's speed is at least 6 relative to the foe, assess -
Using Ranged Weapons from Griffonback
Firing from a moving animal is a test of both marksmanship and riding. Roll against your Riding or weapon skill, whichever is worse, adjusted as per the sidebar, pg. basic 136. If your weapon is noisy, make a Riding roll after each shot. A failure means the griffon is spooked; see above. On a critical failure, you lose control (see sidebar, p. 135).
Aiming: You may Aim a ranged weapon from griffonback, but only to get the Acc
bonus: aiming for additional turns gives no extra bonus. Your Accuracy bonus may not exceed either your skill with the weapon or your Rider skill.
Tricks: To turn in the saddle and fire at the foe behind you: -
To hang on the far side of the griffon and shoot over it or underneath it: -
A trained medieval wargriffon will attack footmen and other griffons, by biting or kicking.
It will also trample, doing the same damage as a kick. The rider's attack will be at an extra -
Defense (and the Rider’s Defense)
A mount's only defense is Dodge. In medieval campaigns, wargriffons can have barding, or armor, which gives a PD of up to 4 for full plate.
A rider rolls his own defense: he may Dodge. Block or Parry. For a rider of skill
12+, all these skills are at normal levels. For a rider of less skill, all active defenses are reduced by the difference between 12 and the rider's skill (so. for instance, a rider with a skill of 9 has a -
Combat Results (to the Rider)
When a rider is hit in combat, he must make a Riding roll to keep his seat. This roll takes a -
A character who Blocks a blow may still be ungriffond by the impact. If the Block roll is less than or equal to the blocker's PD. then the blow glances off the shield or armor. If the Block roll was greater than the PD -
Blocked the blow -
If any attack aimed at a rider misses by 1. roll the exact same attack against the griffon. Of course, the griffon itself may be attacked intentionally. If the mount is hit. the rider must roll vs. Riding, minus the damage taken, to keep it from spooking (see p. 136). A griffon that takes more than 1/4 its hit points in one blow must roll vs. DX to avoid falling. A griffon that takes more than half its hit points in one
blow is affected like a human.