b'Trash Gryphon \n'b'  Tiny   monstrosity ,  unaligned  \n'b'  Armor Class  12  Hit Points  2 (1d4)  Speed  40 ft., fly 60 ft.\n'b' STATS STR: 3 (-4) DEX:  15 (+2)  CON:  10 (+0)  INT:  3 (-4)  WIS:  12 (+1)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3,  Stealth  +4  Senses   darkvision  60 ft, passive  Perception  13  Languages  \xe2\x80\x94  Challenge  0 (10 XP) \n'b' SPECIAL Traits \n'b'\n'b'  Keen Sight . The trash gryphon has advantage on  Wisdom  ( Perception ) checks that rely on vision. \n'b'\n'b' ACTIONS \n'b'\n'b'  Claws .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 1 slashing damage. \n'b'\n'b' ABOUT \n'b' Trash gryphons is a general term used to classify a collection of chimera-like creatures. These creatures all tend to be the size of a small dog or housecat. The largest can be as big as a halfling. \n'b' All trash gryphons combine the elements of an avian and a mammal, but the combination therein can vary widely. The most commonly known trash gryphons combine the elements of crows and raccoons. Other common pairings include pigeonrats, jay-squirrels, starling-cats, and sparrow-mice. \n'b' The more rare breeds of pairings include vultureopossums, ibis-beavers, and magpie-skunks. The combinations of different avian-mammal pairing can be startling to those unprepared to encounter these monstrous vermin. \n'b' Despite their namesake, trash gryphons can be helpful to control vermin populations. That is, as long as the breeding trash gryphons themselves are kept in check; lest they become the local vermin. \n'b' The \xe2\x80\x9ccute\xe2\x80\x9d varieties of trash gryphons are often kept as pets by families. And some wizards enjoy making use of trash gryphons as the odd familiar. \n'b' Variants \n'b' Some trash gryphons mimic the hind-quarters of a skunk. Those with such a feature have the following additional Action: \n'b'\n'b'  Musk Spray . The trash gryphon sprays a 15-foot cone of foul-smelling fluid from its hind-end. Any creature caught in the area must make a DC 10  Constitution  saving throw against poison or be  incapacitated  for 1d3 rounds as it chokes and retches. Creatures that don\xe2\x80\x99t need to breathe or are immune to poison automatically succeed on this saving throw.'