Wyvern / Wyerns

A massive and terrifying draconid that terrorizes villages and the countryside with their extreme aggression and tenacity.

Wyvern / Wyerns

Level 18

Massive - Reptilian - Biped

Information

Wyverns are a type of Darconid that is closely related to dragons, but lacks their magical true heritage. While they possess the ability to fly and breathe fire and other substances, they lack the intelligence and innate magical abilities of most dragons.

Behavior

Wyverns act like the rulers of the sky. They terrorize villages and countryside and are commonly mistaken for dragons. There is nothing a hungry wyvern will not hunt and they have been reported eating everything from deer, to humanoids to to other monsters, such as Boulderworms and Behemoths.

Tactics

Wyverns will typically remain in the sky and harry their prey from a distance using their breath and flyby attacks until they are weakened or near death, at which point they will land and deliver a killing blow. They will then typically pick up their prey and carry it to their lair or nest, potentially miles away.

Weaknesses

Wyvern’s armor is less protective than that of a dragon’s and they lack the ability to speak, reason and plan like dragons do. They are essentially extremely deadly and massive dumb beasts and can be exploited as such. 

Traits

Heat Vision

Effect: The creature can detect warm blooded creatures via the heat they put out and can also visually see heat up to a range of 10 meters. The type of vision completely negates stealth rolls made by warm blooded creatures unless they are somehow insulating their body heat.

Heavyweight

½ forced movement.

Winged Flight II

10 Meter Flying Speed.

Scaled Hide V

12 AC and 35 Armor Points.

Multi Strike I

One additional Melee or Natural Weapon Attacks.

Multi-Shot 

One additional Ranged or Spit Attack.

Padding

Resistant to Blunt Damage.

Tough Skinned

Resistant to Slashing Damage.

Abilities

Airblast II

The creature is capable of projecting a powerful blast of air using its wings.

Action: Action

ARP Cost: 1 Stamina

Range: 5 Meter Cone

Effect: Target must pass a DC 16 STR Saving Throw or be pushed 5 Meters and Knocked Prone. Creatures that save are pushed 3 Meters.

Special: This Ability generates Strong Winds within its Range, which can be used to dissipate clouds and gasses, as well as extinguish small fires.

A roar so loud and intimidating it can cause those around to freeze in fear or outright flee.

Fearsome Bellow III

Action: Motion

ARP Cost: 1 Stamina or Might

Range: 3 Meter Blast

Effect: All non-ally creatures within Range must Roll a Constitution Saving Throw. The DC is 18.

Fail: Creatures that Fail the Saving Throw are dealt 1d10+6 Nonlethal Psychic Damage and suffer from the Frightened Condition until the end of their next turn. Creatures that have a modified saving throw roll result of 5 or lower suffer from the Fleeing Condition until the end of their next turn.

Pass: Creatures that Pass the Saving throw are dealt half the damage above and are otherwise unaffected.

Special: Hearing protection and silencing effects negate this ability.

Fire Breath IV

The Creature possesses a Devastating Fire Breath Attack.

Action: Action

ARP Cost: 1 Stamina

Range: 8 Meter Cone

Effect: Creatures in the area must roll a DEX or CON Saving throw with a DC of 16. If they Fail they are dealt Full Damage from this Ability, If they Pass they are dealt ½ Damage from this Ability.

Damage: 3d6+5 Burn Damage.

Special: Creatures dealt 20 more damage by this Attack suffer from the Burning 1d6 Condition. 

Creatures suffering from the Greased or Dried Condition are considered to be Vulnerable to Burn Damage.

Flame Spit V

The creature is capable of spitting balls of fire.

Action: Ranged Attack Action

Range: 25 Meters

Damage: 3d6 + 5 Burn Damage

Special: Creatures dealt 20 more damage by this Attack suffer from the Burning 1d6 Condition. 

Creatures suffering from the Greased or Dried Condition are considered to be Vulnerable to Burn Damage.

Bite III

The Creature possesses a Strong Bite Attack.

Action: Melee Attack Action

Range: Adjacent

Damage: 1d12 + 7 Slash or Puncture Damage Slash or Puncture Damage.

Claws Strike II

The Creature Possesses Powerful Claws that it wields as a Natural Weapon.

Action: Melee Attack Action

Range: Melee

Damage: 2d4 + 7 Slash or Puncture Damage.

Flyby Attack IV

The Creature possesses a devastating flyby Attack.

Action: Melee Attack Action

Range: 1 Meter

Damage: 1d10 + 5 Slash Damage. Movement prior and after this attack does not provoke reaction attacks.

Tail Strike V

The Creature possesses a heavy tail capable of being weaponized.

Action: Melee Attack Action

Range: 5 Meters

Damage: 3d6+7 Blunt Damage.

Hit Effect: The creature must roll a DEX saving throw with a DC of 16. If they Fail, they are pushed 3 meters and knocked prone.

Trample II

The Creature is capable of heavily trampling smaller creatures.

Action: Movement

Range: Movement Distance - 2.

Damage: 4d6 Blunt Damage

Effect: When this Creature Moves through their occupied Tile(s), Creatures 2 or more size categories smaller than this creature must pass a DC 14 DEX Saving Throw, or be dealt the Damage from this Ability. Prone creatures have Disadvantage on this Saving Throw.

Stats

STR CON DEX INT WIS CHA
22 20 22 8 12 2
+6 +5 +6 -1 +1 -4
Size Massive
Movement 10 Meters Flying, 5 Meters Walking
Attack Modifier +10
AC 18
HP 300
Armor 35
Domain
Native Realm X