Wyvern (3.5e Monster)

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Author: ThunderGod Cid (talk)
Date Created: June 9, 2011
Status: Post suggestions on talk page.
Editing: Clarity edits only please
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Size/Type: Large Magical Beast (Draconic)
Hit Dice: 3d12+6 (18 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 80 ft. (average)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+13
Attack: Talon +7 melee (2d6+5) or bite +7 melee (2d8+5
Full Attack: Bite +8 melee (2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons +8 melee (2d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: improved grab, shriek
Special Qualities: Darkvision 60 ft., immunity to aging, sleep and paralysis, low-light vision, scent, trained steed
Saves: Fort +6, Ref 4, Will +2
Abilities: Str 20, Dex 12, Con 17, Int 6, Wis 12, Cha 9
Skills: Hide +7, Listen +13, Move Silently +11, Spot +16
Feats: Alertness, Flyby Attack, MultiattackB
Environment: Warm hills
Organization: Solitary, pair, or flight (3–6)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement:
Level Adjustment:


The massive draconic creature, almost 15 feet long from head to tail and boasting a 20 foot wingspan, lets out a piercing keen that rings incessantly in your ears, blurring your vision and causing your eyes to water.

Wyverns don’t really need a tremendous amount of description. They are like dragons in just about every way, only dumber. In fact, they are far dumber than the average human, capable of understanding commands but not making any coherent reply. While it deprives them of some of the more fearsome abilities their true dragon cousins (namely the ability to breathe fire, which would almost surely make them much crappier to train), they make up for it in sheer tenacity and other nasty things. Their simplistic nature has the added advantage of making them much less egotistical than other dragons, allowing them to be reared as mounts with exceptional ease.

Combat[edit]

As mentioned previously, the wyvern has the strength and flight of a dragon without the intellect. For a level 3 party however, being big and flight-capable generally presents enough of a challenge that it doesn't miss the breath weapon and spellcasting of a true dragon. They are fearsome opponents in combat as well as favored mounts by many of the more resourceful armies of the world.

Improved Grab (Ex): A wyvern that strikes an opponent with its talons may initiate a grapple as a free action without provoking an attack of opportunity.

Shriek (Ex): Wyverns communicate with each other through a series of shrill, keening calls that vary in pitch and intensity so as to convey meaning. It also conveniently serves the wyvern as a devastating weapon. When a wyvern shrieks (which requires a swift action), all objects within 30 feet of it are affected as though by a shatter spell (DC 19). All creatures (except other wyverns) must make a Fortitude save (using the same DC as the shatter effect) or be deafened for 1 round. These DC’s are Constitution-based.

Trained Steed: When a wyvern is used as a mount, it forms a bond with its rider that allows them to share saves, using another’s saving throw when doing so is advantageous. The wyvern may also substitute its rider’s base attack bonus for its own if it wishes; this effect can only go one way and cannot be reciprocated to allow the rider to use the wyvern’s base attack bonus.

In addition, magical effects can be shared between the wyvern and its rider so long as doing so is advantageous, so long as the effect could normally affect both creatures.


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Facts about "Wyvern (3.5e Monster)"
AlignmentUsually neutral +
AuthorThunderGod Cid +
Challenge Rating3 +
EnvironmentWarm hills +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeLarge +
SubtypeDraconic +
TitleWyvern +
TypeMagical Beast +