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Wyvern

Wyvern
  • Size: Large
  • Type: Dragon
  • Alignment: Unaligned
  • AC: 13
  • Initiative: +2 (12)
  • HP: 110 (13d10 + 39)
  • Speed: 20 ft, Fly 80 ft.
ATTRVALMODSAVE
STR19+4+4
DEX10+0+0
CON16+3+3
INT5-3-3
WIS12+1+1
CHA6-2-2
  • Skills: Perception +4
  • Senses: Darkvision 60 ft.; Passive Perception 14
  • Languages: None
  • CR: 6 (XP 2,300; PB +3)

Actions

Multiattack. The wyvern makes one Rend attack and one Stinger attack.

Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (2d10 + 4) Slashing damage.

Stinger. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage plus 7 (2d6) Poison damage.

Lore & Background

Wyverns are large, draconic creatures that combine the ferocity of dragons with a more bestial intelligence. These two-legged dragons possess powerful wings, venomous stingers, and aggressive territorial instincts that make them feared throughout the wilderness areas they inhabit. Unlike true dragons, wyverns lack the sophisticated intelligence and magical abilities of their larger cousins, but they compensate with raw physical power and relentless hunting instincts.

Living in mountainous regions and other remote areas, wyverns establish territories that they defend viciously against all intruders. They are opportunistic predators that hunt large game and sometimes raid civilized areas for livestock, making them constant threats to frontier communities. Their reproductive cycles and territorial behaviors create ongoing conflicts with expanding human settlements.

Combat Tactics

Wyverns are aerial predators that use their flight advantage to control engagement terms, swooping down to attack with claws and stinger before retreating to safety. Their venomous tail stinger provides a deadly weapon that can incapacitate prey quickly, allowing them to carry off victims or finish them while they're paralyzed. They prefer hit-and-run tactics that exploit their mobility.

In combat, wyverns focus on using their stinger to poison the most dangerous opponents while using their claws and bite on easier targets. They attempt to grab smaller enemies and drop them from great heights, or carry them off to their lairs for later consumption. Multiple wyverns rarely cooperate, instead competing aggressively for territory and prey.

Encounter Ideas

1. The Livestock Predator A wyvern has begun raiding farms and villages, carrying off cattle and occasionally people. The party must track the creature to its mountain lair while protecting local communities from continued attacks.

2. The Nesting Ground A mated pair of wyverns has established a nest in an area crucial to the party's mission, forcing them to either find alternate routes or deal with extremely protective parents guarding their territory and young.

3. The Aerial Ambush A wyvern attacks the party while they're traveling through mountain passes or other elevated terrain, using the difficult terrain to its advantage while limiting the characters' movement options.

4. The Wounded Beast A wyvern injured by hunters or other creatures becomes even more dangerous and unpredictable, attacking anything that approaches while unable to hunt its normal prey effectively.

Environmental Effects

  • Aerial Dominance: The wyvern's presence makes flight extremely dangerous for other creatures in its territory
  • Territorial Marks: Claw marks on rocks and trees indicate wyvern territory and warn away potential intruders
  • Carrion Sites: Areas where wyverns feed become littered with bones and remains of their various prey
  • Venom Contamination: Water sources and areas where wyverns rest may become tainted with traces of their poison

Treasure

  • Wyvern Venom (500-2000 gp): Potent poison extracted from the creature's stinger, valuable for creating weapons or antidotes
  • Dragon Scales (200-800 gp): Thick scales suitable for crafting armor or decorative items
  • Claw Fragments (100-400 gp): Sharp pieces useful for creating weapons or alchemical components
  • Nest Treasures (varies): Items carried to the wyvern's lair from various prey, including equipment and valuables
  • Wing Membrane (300-1200 gp): Flexible material suitable for crafting items requiring lightweight but strong fabric

Plot Hooks

1. The Dragon Hunter A renowned dragon hunter mistakes a wyvern for a true dragon, leading to complications when their standard tactics prove ineffective against the creature's different abilities and behavior patterns.

2. The Territorial War Multiple wyverns compete for the same territory, creating dangerous conditions for anyone traveling through the area while providing opportunities to exploit their mutual hostility.

3. The Poisoned Valley A wyvern's venom has contaminated a crucial water source, threatening local communities and requiring the party to eliminate the threat while finding ways to purify the affected area.

4. The Captured Wyvern Someone has managed to capture and train a wyvern for use as a mount or weapon, creating questions about how this was accomplished and whether such control can be maintained safely.