Flight Limitation. When the Griffin is at half its maximum hit points or less, its flying speed is halved. When at one-quarter hit points or less, the Griffin can only glide and must make a DC 15 Constitution saving throw to gain altitude. Cloud Walking. The Griffin can touch and interact with clouds as if they were solid ground. Keen Senses. The Griffin has advantage on Wisdom (Perception) checks that rely on sight or hearing.
Ferocious Roar (Recharge 5-6). As an action, the Griffin can roar in a 15-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failed save, the creature is deafened until the end of the Griffin’s next turn. The first attack against a deafened creature has advantage. Creatures that fail the save by 5 or more are also frightened. A frightened creature can repeat the save at the end of each of its turns. Multiattack. The Griffin makes two attacks: one with its beak or claws and one with its Bolt Action Rifle. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Bolt Action Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 2) piercing damage. Pounce. If the Griffin uses the Dash action, it can use a bonus action to make one claw attack. On a hit, the attack deals an extra 1d4 damage, and the target must succeed on a DC 13 Strength or Dexterity saving throw (target’s choice) or be knocked prone.
Glide. When the Griffin falls more than 30 feet, it can use its reaction to slow its fall, taking no falling damage. For every 10 feet it falls, it can move 5 feet horizontally.