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

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 |