Cocklegriff - 250 GC
Class - Monster
AP - 6
Movement - 8
Bravery - 8
HP - 22
Attacks:
(2AP) Razor Claws: Power 6
Special Rules: Ignore armor.
(2AP) Disembowel: Power 4
If a critical hit is rolled, any unsaved hits are doubled.
(1AP) Peck: Power 3.
Special Rules: If a critical hit is rolled the target is prone.
Traits & Equipment - Split Activation, Fearsome, Dwindling Strength, Death Throes, Gobble, Fly
Cock-a-doodle-doo (Trait)
The cry of the cocklegriff is amongst the loudest in the known animal kingdom, more then enough to cause nearby eardrums to bleed. Once a turn the cocklegriff may choose to emit a mighty screech - any models within 3” must halve their move value for the rest of the turn as they clutch at their heads with pain. The cocklegriff may disengage without taking a test, while using this ability.




