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Griffin
Temple · Tier 3

Griffin

Griffin
Base

Griffin

Magic Creature
255 gold
Health
25
Attack
7
Defense
6
Damage
5–9
Initiative
9
Speed
5
Morale
0
Luck
0

Griffins are not native to Jadame — they were brought from Karigor Isle and Antagarich by the Templars. A powerful symbol among the faithful, they soar high in the skies and embolden armies to venture deep into the unknown that surrounds their towns.

Passive abilities

  • Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
  • Flying Movement ignores obstacles and traps.
  • Alert I Can counterattack up to twice per round.

Active abilities

  • Valiant Cry
    Valiant Cry This creature’s Attack increases by 5 and Initiative by 1. Caw! Duration: 2 round(s).
    Concentration: 2 Cooldown: 2 round(s)

Immunities

Magic CreatureCurse
About class "Magic Creature"

A beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.

Temple Griffin
Upgrade

Temple Griffin

Magic Creature
350 gold
Health
25
Attack
8
Defense
6
Damage
5–9
Initiative
12
Speed
7
Morale
0
Luck
0

While the Sun serves as the official heraldry of the templars, many inquisitors proudly emblazon the griffin onto their banners, claiming its noble presence as a symbol of inspiration. The griffins among their ranks are outfitted with armor infused with the power of the Chalice, further bolstering their formidable presence in battle.

Passive abilities

  • Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
  • Flying Movement ignores obstacles and traps.
  • Alert II Can counterattack unlimited times per round.

Active abilities

  • Valiant Cry
    Valiant Cry This creature’s Attack increases by 10 and Initiative by 2. Caw! Duration: 2 round(s).
    Concentration: 2 Cooldown: 2 round(s)

Immunities

Magic CreatureCurse
About class "Magic Creature"

A beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.

Guardian Griffin
Alt. upgrade

Guardian Griffin

Magic Creature
350 gold
Health
25
Attack
9
Defense
10
Damage
7–7
Initiative
10
Speed
6
Morale
0
Luck
0

The Order of the Sky is entrusted with the care and breeding of griffins. These intelligent and powerful creatures are not only heavily armored but also fiercely protective of their handlers. The bond between the griffins and the Order runs deep, with the beasts displaying an unwavering loyalty to those they serve, making them invaluable assets in the Templar ranks.

Passive abilities

  • Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
  • Flying Movement ignores obstacles and traps.
  • Alert I Can counterattack up to twice per round.
  • Loyal Protector Counterattacks each time an adjacent enemy attacks a friendly creature.

Active abilities

  • Valiant Cry
    Valiant Cry This creature’s Attack increases by 10 and Initiative by 2. Caw! Duration: 2 round(s).
    Concentration: 2 Cooldown: 2 round(s)

Immunities

Magic CreatureCurse
About class "Magic Creature"

A beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.

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