Wyvern

A dark blue dragon, its wings immense and its tail tipped with a hooked stinger, lands on two taloned feet and roars a challenge.

Wyvern CR 6

XP 2,400
N Large dragon
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +18

DEFENSE

AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
hp 73 (7d12+28)
Fort +9, Ref +6, Will +8
Immune sleep, paralysis

OFFENSE

Speed 20 ft., fly 60 ft. (poor)
Melee sting +10 melee (1d6+4 plus poison), bite +10 melee (2d6+4 plus grab), 2 wings +5 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attack rake (2 talons +10, 1d6+4)

STATISTICS

Str 19, Dex 12, Con 18, Int 7, Wis 12, Cha 9
Base Atk +7; CMB +12 (+16 grapple); CMD 23
Feats Flyby Attack, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Fly +5, Perception +18, Sense Motive +11, Stealth +7; Racial Modifier +4 Perception
Languages Draconic

SPECIAL ABILITIES

Poison (Ex)

Sting—injury; save DC 17; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.

ECOLOGY

Environment temperate or warm hills
Organization solitary, pair, or flight (3–6)
Treasure standard

Wyverns are nasty, brutish, and violent reptilian beasts akin to more powerful dragons. They are always aggressive and impatient, and are quick to resort to force in order to accomplish their goals. For this reason, dragons generally look down upon wyverns, considering their distant cousins nothing more than primitive savages with a distinct lack of style or wit. In most cases, this generalization is spot-on. Although far from animalistic in intellect, and capable of speech, most wyverns simply can’t be bothered with the subtlety of diplomacy, and prefer to fight first and parley later, and even then only if faced with a foe they can neither defeat nor flee from.

Wyverns are territorial creatures. Though they occasionally hunt in small groups for large prey, they are generally solitary creatures, hunting in areas ranging in size from 100 to 200 square miles. Wyverns have been known to fight to the death among themselves for the right to hunt a territory rich with prey.

Although constantly hungry and prone to mayhem, a wyvern that can be befriended (usually through a delicate combination of flattery, intimidation, food, and treasure) becomes a powerful ally. They often serve giants and monstrous humanoids as guardians, and some lizardfolk and boggard tribes even use them as mounts, although such arrangements are quite costly in terms of food and gold, for few are the wyverns who would willingly serve as steeds for lesser creatures for long.

A wyvern is about 16 feet in length, half of which is tail. The average wyvern weighs 2,000 pounds.

Variant: Wyvern, Barbed (CR 6)

[Source]

This wyvern is dark brown rather than the blue color of its kin, it is also missing the wyvern’s characteristic stinger but its entire body, including parts of its wings, is covered with menacing, twisted barbs.

Barbed wyverns are much more passive than their wyvern cousins and are often willing to ask for what they want before attacking and they will honor any agreement they come to but often times their negotiations are very one sided and crude.

Melee tail slap+10 melee (1d6+4 plus pain), bite +10 melee (2d6+4), 2 wings +5 (1d6+2 plus pain); this replaces a wyvern’s normal melee attacks.

Barbed Defense (Ex)

A creature that strikes a barbed wyvern with a melee weapon, an unarmed strike (including grappling), or a natural weapon takes 1d6+4 points of piercing damage from the dragon’s barbs plus the effects of its pain special attack. Melee weapons with reach do not endanger a user in this way.

This ability replaces the barbed wyvern’s grab and rake special attacks.

Pain (Ex)

Whenever a creature takes damage from a barbed wyvern’s tail slap, wings, or its barbed defense, that creature must make a successful DC 17 Reflex save or one barb breaks off in its flesh, causing the target to become sickened until all embedded barbs are removed.

Removing one barb requires a DC 15 Heal check made as a full-round action. For every 5 by which the check is exceeded, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d4+1 points of damage to the victim. The save DC is Constitution-based.

This ability replaces a wyvern’s poison special ability.

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