Wyvern

by CanceRevolution

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Wyverns

Wyverns are magnificent yet fearsome winged reptiles, often mistaken for dragons by those unfamiliar with the nuances of mythical creatures. Distinguished by their long, serpentine body and two powerful wings, Wyverns lack the forelegs that most dragons possess, giving them an appearance reminiscent of a bird of prey combined with a serpent. Their tails, long and sinuous, often end in a venomous barb capable of delivering a deadly toxin to those unlucky enough to be stung, rendering them formidable adversaries in aerial combat.

The habitat of the Wyvern spans high mountain cliffs, craggy caverns, and other remote locations, far from human settlements. These creatures are highly territorial, guarding their chosen domain with unmatched ferocity and often hunting large mammals, including deer, bears, and sometimes even stray livestock. When provoked or threatened, a Wyvern can unleash its full might, swooping down from the sky with blazing speed, its piercing cry echoing as a harbinger of doom.

Tier 3


Wyvern Chick

Small, Draconic

Tier 3, Challenge Point 2, XP: 6

Attributes

AC 12 AP 0
HP 12 Posture 9
  • Damage Immunities: Poison
  • Passive Insight/ Perception 14
  • Senses Dark Vision
  • Language None

Movement

Base 0 Climb/Swim/ Walk 15 Dash 0

Stats + Skills

STR +4 DEX +4 INT -3 WIS +4 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Actions (2)

  • Bite Hit +4, Dmg 1d8 thrust
  • Armor Piercer You ignore 3 AP
  • Tail Sting Hit +4, Dmg 1d6 thrust
  • Paralyzing Poison: On a hit, the target must succeed on an Endurance Save (DC 12), or become Poisoned (1d6, 1 turn). While Poisoned this way, the target also becomes Paralyzed.
  • Triumph: This Action has a limit of once per round.


Wyvern

Enormous, Draconic

Tier 3, Challenge Point 20, XP: 60

Attributes

AC 18 AP 3
HP 128 Posture 68
  • Damage Immunities: Poison
  • Passive Insight/ Perception 18
  • Senses Dark Vision
  • Language None

Movement

Base/ Fly 35 Climb/Swim 25 Dash 50

Stats + Skills

STR +8 DEX +8 INT -2 WIS +8 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Fearsome Shriek When you roll for Initiative, you can make a loud and terrifying Shriek. All creatures within 300 feet of you must make an Endurance Save (DC 16) or take 1d10 sonic damage on a fail, or half as much on a success.
  • Any creature that takes this sonic damage must also succeed on an Insight Save (DC 16) or become Scared of you for 1 turns.

Abilities

  • Wind Supremacy When you Dash or Disengage, all creatures within 10 feet of you must succeed on an Athletics Save (DC 16), or be pushed 10 feet away from you and become Knocked Prone.

Actions (3)

  • Bite Hit +8, Dmg 2d10 thrust

  • Armor Piercer: You ignore 3 AP

  • Claw Hit +8, Dmg 2d10 slash

  • Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).

  • Tail Sting Hit +8, Dmg 1d10 thrust

  • Paralyzing Poison: On a hit, the target must succeed on an Endurance Save (DC 16), or become Poisoned (1d8, 1 turn). While Poisoned this way, the target also becomes Paralyzed.

  • Triumph: This Action has a limit of once per round.

  • Wyvern's Roar All creatures within 20 feet of you must make an Endurance Save (DC 16), taking 2d10 sonic damage on a fail, or half as much on a success.

  • A creature that takes this sonic damage must also succeed on an Insight Save (DC 16), or become Scared of you for 1 turn.

  • Triumph: This Action has a limit of once per round.