Grife (3.5e Creature)

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Size/Type: Large Aberration (Extraplanar)
Hit Dice: 5d8+14 (40 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Fist +8 melee (1d6+6)
Full Attack: 2 fists +8 melee (1d6+6) and gore +3 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Roll 2d6+9, Cause Fear
Special Qualities: Blindsight, scent
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 22, Dex 14, Con 14, Int 4, Wis 12, Cha 8
Skills: Climb +14, Listen +5, Jump +4, Spot +6
Feats: Alertness, Toughness, Run
Environment: Caves, dense forest
Organization: Solitary or pride (4–10)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 6–15 HD (Large)
Level Adjustment:

A grife resembles a gorilla or yeti with dark-purple fur and short tail. It has sharp spines protruding from its back, and horrible, worm-like tendrils where its face would normally be. It has no visible ears and is omnivorous in nature.


A grife is normally docile, but will attack if threatened or angered. It usually charges at the foe, using its Roll move or attacking with its large hands.

Roll (Ex): The grife tucks its body into a ball and rolls at the opponent. On its attack roll, the grife recieves a -2 penalty if it moves up an incline, +2 if it moves down an incline, and +2 if it performs a charge. This attack deals 2d6+9 points of damage.

Cause Fear (Sp): The grife uses it's natural magical ability to strike fear into its foes. (See the Cause Fear article.)

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