Kikiro-Wyvern

by Nebelturm

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Kikiro Wyvern

Kikiro Wyvern

Distant relatives of the true wyverns, the Kikiro-Wyverns are small and agile creatures that inhabit the wooded hills of temperate and subtropical regions. They usually live in small families of up to seven specimens that hunt for each other and tend to sick or injured members.

Clever Hunters. When hunting, the wyverns form hunting parties of three, roaming their territory in search of prey. As soon as they find a suitable creature, they use their green scales to blend in with the foliage and stalk it until they see an opportunity to attack. At first, one wyvern distracts the prey, then the others attack it from behind or above. This tactic allows them to take down creatures far larger than them.

Social Creatures. Kikiro-Wyverns are highly social and protect their family at all costs. If one of them is hurt, at least one other wyvern will protect it at all times while the rest is hunting. Even though they are moderately territorial, they rarely fight with other groups of wyverns.

Curious Hoarders. Driven by their endless curiosity, Kikiro-Wyverns inspect everything that catches their attention, be it an abandoned camp or the smell of an unknown creature. If they find an interesting object, they will try and bring it back to their hideout where they often have a small hoard of old coins and shiny stones. They may even follow or approach travelers if they have something the wyvern is interested in. A clever traveler may use this opportunity to befriend and potentially tame the wyvern.


Kikiro Wyvern

Small dragon, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 15 (4d6+1)
  • Speed 20ft., fly: 60ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 12 (+1) 14 (+2) 12 (+1) 8 (-1)

  • Saving Throws Dex +2
  • Skills Stealth +2
  • Senses darkvision 30ft., passive Perception 15
  • Languages ----
  • Challenge 1/2 (100 XP)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multiattack. The wyvern makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, 5ft. reach, one target. Hit: 5 (1d6+2) piercing damage

Claws. Melee Weapon Attack: +5 to hit, 5ft. reach, one target. Hit: 3 (1d4+1) slashing damage

Pounce creature. The wyvern makes a claw attack against a creature it can reach. If the attack hits, the wyvern digs its claws into the back of the creature and can make an additional bite attack against it. This counts as a grapple (escape DC 14). While pounced, the creature has disadvantage on all attack rolls and rolls using dexterity.

The wyvern can only attack the creature it has pounced but has advantage on attack rolls against it. Its speed also becomes 0, it cannot benefit from any bonus to its speed, and it moves with the creature. Another creature can detach the wyvern by making a successful DC l4 Strength check as an action. On its turn, the wyvern can detach itself from the target by using 5 feet of movement.