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Hellwyvern (3.5e Monster)


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Author: Sulacu (talk)
Date Created: January 15, 2012
Status: Work in progress
Editing: Clarity edits only please
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Hellwyvern
Size/Type: Huge Dragon (Evil, Extraplanar)
Hit Dice: 11d12+55 (126 hp)
Initiative: +6
Speed: 40 ft. (6 squares), fly 150 ft. (average)
Armor Class: 23 (-2 size, +2 Dex, +13 natural), touch 10, flat-footed 23
Base Attack/Grapple: +11/+28
Attack: Sting +18 melee (1d8+9 plus poison) or talon +18 melee (2d8+9) or bite +18 melee (4d6+9)
Full Attack: Sting +18 melee (1d8+9 plus poison) and bite +16 melee (4d6+9) and 2 talons +16 melee (2d8+9)
Space/Reach: 15 ft./10 ft.
Special Attacks: Hellfire breath, improved grab, poison, spell-like abilities
Special Qualities: Darkvision 60 ft., DR 10/good, immunity to fire, sleep and paralysis, low-light vision, scent
Saves: Fort +14, Ref +9, Will +10
Abilities: Str 29, Dex 15, Con 21, Int 10, Wis 16, Cha 16
Skills: Hide +10, Intimidate +16, Jump +27, Listen +17, Move Silently +18, Spot +18,
Feats: Flyby Attack, Great Fortitude, HoverB, Improved Initiative, MultiattackB, Wingover
Environment: Any lower plane
Organization: Solitary, clutch (2-5) or wyrmflight (6-24)
Challenge Rating: 11
Treasure: Standard
Alignment: Usually neutral
Advancement: 12-16 HD (Huge), 17-33 HD (Gargantuan)
Level Adjustment: +4 (cohort)


Known for their hardiness and cunning, these winged two-footed dragons are one of the very few indigenous creatures of the lower planes that have managed to survive and thrive without change.

Hellwyverns are much larger than their cousins from the material plane. They possess two strong legs ending in dangerous talons and powerful, flexible wings spanned by incredibly high tensile strength bone structures. Claws protruding from the cusp of each wing allow the wyvern to move skillfully on all fours when on the ground. Hellwyverns are streamlined and muscular, their hide covered with segmented scales that culminate in sharp, spiny ridges. Hellwyverns have incredible control over their bodies in the air for a creature of their immense size, and as such they are some of the greatest aerial predators known in the planes, capble of flying at great speeds almost indefinitely and make sudden turns and maneuvers that would be impossible for any other creature of their size to perform, making them very sought after mounts by demons and devils.

A hellwyvern's body is roughly 30 feet long, half of which is its flexible, powerful tail. A hellwyvern's coloration usually ranges from a blood red (younger) to a more grayish red (older). A regular fully grown hellwyvern has a wingspan of roughly 45 to 50 feet, and weighs in at roughly six tons.

CombatEdit

A hellwyvern fights fiercely and efficiently, using its flying skill and intelligence to try and outflank and outsmart. It will use the poisonous stinger at the end of its tail to weaken its target, and its limited ability to wield hellfire to deal with groups of enemies. They have access to a small number of spell-like abilities.

While most hellwyverns are animalistic of instinct with a roughly human-like intellect, they tend to be more neutrally inclined and less influenced by the general alignments that reign within the lower planes. Regardless, ages of exposure to the steadily changing lower planes have left their mark. A hellwyvern has the Evil subtype, and is considered evil-aligned for the purpose of resolving spells and effects.

A hellwyvern's natural weapons are treated as evil aligned for the purpose of overcoming damage reduction.

Hellfire Breath (Ex): As a standard action, the hellwyvern may emit a potent gale of black-tongued flame from its mouth. This breath weapon can be released in a 100-ft. line or sweep, a 50-ft. cone, or a 20-ft.-radius blast with a range of Long (840 ft. at 11 HD) (see primeval dragons for blast and sweep type breath weapons).

The hellwyvern's hellfire breath deals 11d6 points of damage (Reflex DC 20 half). After using its hellfire breath, a hellwyvern must wait 1d4 rounds before using it again.

Hellfire Effects: A hellwyvern's hellfire counts as both fire and magical adamantine slashing, whichever is more advantageous to the wyvern. Anyone that takes 1 or more point of damage from a hellwyvern's hellfire is lensed by excruciating pain, rendering them sickened for one minute and forcing them to make a DC 20 Fortitude save to prevent also becoming nauseated for 1 round.

Improved Grab (Ex): To use this ability, a hellwyvern must hit with a talon attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Poison (Ex): Injury from stinger, Fortitude DC 20, initial damage 1d8 Dex, secondary effect reduces all movement speeds by half. The save DC is Constitution based.

Spell-Like Abilities: At will—hellfire scorching ray (as normal, but with hellfire effects); 3/day—dispel magic, wall of hellfire (as wall of fire, but with hellfire effects); 1/day—hellfire storm (DC 20) (like fire storm, but with hellfire effects). Caster level 11th. Save DCs are Charisma based.

Skills: Hellwyverns have a +4 racial bonus on Spot checks.



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