According to Wikipedia the wyvern or wivern (pronounced /ˈwaɪvərn/) is a legendary winged reptilian creature with a dragon’s head, the hindquarters of a snake or lizard with two legs or none, and a barbed tail. The wyvern was often found in mediaeval heraldry. The word is derived from Middle English wyvere, from Old North French wivre “viper”. Wyverns are mentioned in Dante’s Inferno (Canto XVII) as the body for one of his creatures in hell.
According to Weird ‘n Wild Creatures, the wyvern can breath fire through its noise, smash people with its spiked tail, and crush them with its coils. It also emitted cloud of repulsive fumes. This makes the wyvern a considerably more dangerous beast than for traditional d20 games.
The wyvern’s adjusted statistics for Weird ‘n Wild Creatures is Attack 7, Defense 15, and 73 Life.
Wyvern (CR 10, HD 7d12+28)
N Huge Dragon
Init +1 Spd 20 or Fly, Poor 60
Senses Scent (Ex); Darkvision (Ex): 60 ft.; Low-light Vision (Ex); | Listen +13, Spot +16
AC 25 (FF 24, Touch 9)
hp 73 (Disabled -4/Dying -19/Injury 19)
Saves: Fort +9, Ref +6, Will +6
Immunity: Paralysis (Ex), Immunity: Sleep Effects (Ex), Immunity: Acid (Ex), Immunity: Fire (Ex)
Atk +17/+12 base melee, +6/+1 base ranged; Grapple +27; Face 10’x10′;
+17 Melee (Tail Slap 2d6+12/crit 20/x2) and +15 Melee (Bite 2d8+6/crit 20/x2) and +15 Melee (2 Wing 1d8+6/crit 20/x2) and +15 Melee (2 Talon 2d6+6/crit 20/x2);
SA: Improved Grab (Ex) , Breath Weapon DC: 10 + 1/2 Racial HD + CON Mod , Breath Weapon Type: 30 ft. Cone of Corrosive Gas , Breath Weapon Type: 30 ft. Cone of Fire
Abilities STR 35, DEX 12, CON 19, INT 10, WIS 12, CHA 13
Feats: Ability Focus, Alertness, Flyby Attack, Multiattack.
Skills: Hide + 3, Listen + 13, Move Silently + 11, Spot + 16.
Improved Grab (Ex): To use this ability, the wyvern must hit with both claw attacks. If it gets a hold, it hangs on and tail slaps.
Snatch (Ex): If a wyvern gets a hold on a creature four or more sizes smaller, it automatically deals damage with both claws and its tail slap attacks each round the hold is maintained. The wyvern can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 30 feet and takes 3d6 points of damage. If the wyvern flings it while flying, the creature suffers this amount or falling damage, whichever is greater.
Crush (Ex): This special attack allows a flying or jumping wyvern size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the wyvern (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the wyvern’s body. Creatures in the affected area must succeed on a Reflex save (DC 19) or be pinned, automatically taking bludgeoning damage during the next round unless the wyvern moves off them. If the wyvern chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. A crush attack deals 2d8+18 damage.
Tail Sweep (Ex): This special attack allows a wyvern to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 20 feet, extending from an intersection on the edge of the wyvern’s space in any direction. Creatures within the swept area are affected if they are two or more size categories smaller than the wyvern. A tail sweep automatically deals 1d6+18 damage. Affected creatures can attempt Reflex saves to take half damage (DC 19).
This entry was inspired by International Masters Publishers Weird ‘n Wild Creatures.