| Raiderrpg |
| 5 people marked this as a favorite. |
So who doesn't like the wyvern? It's a easy, low-level appropriate dragon that can put the hurt on a party. And it works well in E6!
But just having the plain version is a little annoying- so how about some variants?
One simple rule- keep it to stuff that would raise CR by 0, 1, or 2- no need to make them as deadly as REAL dragons :P
Here we go~
1. Flameshot Wyvern- Every 1d4 rounds, this variant can spit out a 20ft line of fire dealing 3d6 damage, Ref DC 17 for half. Also has Fire Resistance 10. CR +1.
2. Black Scorpion Drake- A wicked stinger on the tail, but a bit slow-witted; switch out Iron Will and Improved Initiative for Ability Focus (Poison) and Improved Natural Attack (Sting). CR +0, also a dirty trick. ;3
3. Lightning Screamer- A fringe of black adorns this blue scaled-beast, who can unleash a thunderous scream once per minute; Will save DC 17 or be Shaken for 3 rounds. Known for following storm clouds, electric damage heals them for 1 point per 3 damage. CR +1.
4. Trollfreaker- Mottled green and grey and black streaks color the scales of this small-winged beast. Known for hopping from the swamp below and scaring Trolls away from smaller prey. Fly Speed is reduced to 40ft, but gains Swim Speed 10ft and a racial bonus to Intimidate and Stealth of +4. CR +1.
5. Velociwyvern- Deadly predators on the ground with small weak wings tipped with dangerous claws; Wing attacks are now Claws, Fly speed is reduced to 20ft (clumsy), but land speed increases to 40ft; Also gains Pounce. CR +1.
| Dracomortis |
| 1 person marked this as a favorite. |
6. Serpentsting Wyvern -- This wyvern has a large venomous snake where its tail would normally be. The wyvern's sting attack is replaced with a "tail bite" attack which deals 2d6 + Str damage plus grab and poison. The wyvern is also immune to poison and gains the constrict special attack, which deals 2d6 + Str damage and poison. CR +1.
7. Sandskimmer Wyvern -- These mottled brown and black wyverns live in arid deserts, where they "swim" through sand and other loose earth. They have a burrow speed of 40 feet and can survive temperatures up to 140 degrees Fahrenheit without having to make Fortitude saves. CR +0.
| Oceanshieldwolf |
| 1 person marked this as a favorite. |
Nice work guys, love the sandskimmer, trollfreaker and lightnin screamer.
8. Palewyrm: these dessicated and mottled looking beasts range arid plateaus and other high altitude environments. Ravenous, keen eyed and already dead, the palewyrm makes a horrid rasping sound when excited or when fighting amongst its compatriots over a recent kill or serendipitous burial find. Thorny protuberances on their hide make for a painful hug... Add undead traits, Scent ability and spikes that deal 1d4 damage to those attempting grapples or unarmed attacks. CR +1
9. Wyrvern. Lustrous black and red scales intertwine in scored bands circling this delicate small wyvern, often found in arctic caverns or ancient cool temerate forests. Intelligent and curious, the wyrvern mates for life. If approached with candour and honesty (as well as shiny baubles) the wyrvern sometimes proves a loyal ally - otherwise the wyrvern is considered extremely quick to anger (even for a wyvern) and is rumored to be a figure of ill-luck. Not so quick and dirty changes: Change size to medium (space becomes 5', loses reach); drop HD to 5; drop BAB by 2. Increase Intelligence to 12. Add SLA - Can cast Misfortune hex as a 5th level Witch. CR +1
10. Ironshell Charger Wyvern. Covered in a sinuous, beautifully articulated scale coat of iron hue the ironshell charger wyvern delights in charging and intimidating armored warriors. Add +3 nat armor bonus, add 500lbs to weight, fly speed drops to 30', receives +4 to CMD on bull rush and charge attacks and when making a charge can run at triple normal speed (60 feet). Roar of Wrath - 3/day - intimidate to demoralize at +4 against all foes cone 15' wide and long. CR +2
11. Bladebreaker Wyvern. Deep red in colour with striations of fluoresecent orange, these heavy set wyverns are prized as gladiatorial champions and guardians of archmages and archpriests alike. Their distinctive heavy set head and jaw seem perfectly designed to destroy blades and chomp plate mail. Gains DR 5/bludgeoning, +5 to CMB on sunder attempts against weapons or armor. CR +1
12. Bladebeak Wyvern. Thinner and more agile than their bladebreaker cousins, the bladebeaks scuttle in and out of melee, darting here and there to parry, slash and rip with their wicked beak. Replace bite with: Beak +10 melee (2d6+4 + bleeding 1hp), Add special attack: Pinstrike - on a critical strike with either beak or stinger, the other attack (either beak or stinger) can make an additional attack at +4.
| Araknophobia |
| 1 person marked this as a favorite. |
13. Magma Wastes Wyvern - This Wyvern is bigger than the average, reaching Huge size category. It is accustomed to the blasted volcanic landscape and its hide is partly made of molten lava. It gains fire resistance 10 and deals 1d6 fire damage to creatures that attack it with natural attacks or end their movement adjacent to it. This wyvern's attacks deal 1d6 additional fire damage, but the wyvern loses its poison ability. Also, the flying speed of a magma wastes wyvern is 40 ft (poor). CR +2
EldonG
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| 1 person marked this as a favorite. |
14: Desert Howlers - These wyverns are smaller (and only 5 HD) with 17 Str, 14 Dex, and 16 Con, but faster (flight speed 80'). They travel in packs of 2-6, flying low over the desert sands, roasting their prey with a sirocco-like breath attack that's literally 2d6 of hot air (fire) damage in a 30' cone, usable every 4 rounds. CR 5.
| Orthos |
15. Gutrotter: A pall of carrion rot hangs over this wyvern, which serves the draconic community in the same way vultures do birds and wilderness life. They'll eat anything injured, dead, or undead that they find, but are not averse to killing their own prey if threatened or challenged. Recognizable for their mottled, blotchy brown scales with patches of pale white and red and their protruding, vulture-like stomachs, their gait is notably slower in air.
Adjust stats: +4 CON, -2 DEX and INT
Reduce flight speed to 40 ft. (clumsy).
Add immunity to disease.
Change poison to disease (Filth Fever, DC adjusted to match Wyvern's stats). Add disease to Bite as well.
Give it the Stench ability of a Ghast or Troglodyte.
Change feats to: Ability Focus (Stench), Great Fortitude, Improved Natural Attack (Sting), Power Attack
CR +2
| therealthom |
| 1 person marked this as a favorite. |
18. The Eavesdropper: Long and sinuous, almost more like a flying snake than a dragon, these small cousins of wyverns originally adapted to cliff-side environments in bad lands where there is little large prey. They have also adapted well to cities where they can be found among the poorest tenements.
Due to their violent temperment, once an eavesdropper makes its home on a building, attempts to remove it are usually limited to destroying its nest while it is away hunting rather than confronting it head on.
N Medium dragon
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +18
Defense
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
hp 53 (5d12+21)
Fort +8, Ref +6, Will +8
Immune sleep, paralysis
Offense
Speed 20 ft., fly 60 ft. (good)
Melee sting +9 melee (1d4+3 plus poison), bite +9 melee (1d10+3 plus grab), 2 wings +4 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attack rake (2 talons +9, 1d4+3)
Statistics
Str 17, Dex 12, Con 16, 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 +5, Stealth +7; Racial Modifier +4 Perception
Languages Draconic
Ecology
Environment temperate or warm hills or desert or urban
Organization solitary, pair, or flight (3–6)
Treasure standard
Special Abilities
Poison (Ex) Sting—injury; save DC 16; frequency 1/round for 6 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
| Orthos |
19. Stormchaser: These enormous wyverns are regularly raised and trained by Storm Giants, used as steeds in pairs or quartets (usually mates or clutch-kin) to pull their massive chariots through the skies. As such, the beasts' tails are underdeveloped and see little combat use, but their claws and fangs are much fiercer.
Increase size to Huge; increase STR and CON accordingly.
Gains Resist Cold and Electricity 10
Increase fly speed to 80 ft (average)
Remove Sting attack and poison. Give it two Talon attacks, and give both the Talons and the Bite the Improved Natural Attack feat. Improved Critical on the Talons as well.
CR +2; it's also begging for advancing the hit die, but that's not really "quick and dirty" =)
| Orthos |
20. Earthmaw: Native to the dark depths below, these wyverns look almost like reptilian bats, with large spherical bludgeons on the end of their tails instead of stingers. Though they have wings, their flight ability is poor; they are more prone to burrow into the dirt and stone and lie in wait for passing prey, then spring out and seize prey like trapdoor spiders or similar insects. They have developed a particular liking for Drow flesh.
Reduce fly speed to 40 ft. (clumsy), add 40 ft Burrow speed with the ability to burrow through rock.
Change Sting to Slam, remove poison. Give them Improved Natural Attack on the Slam as well.
Grant Stealthy and Spring Attack as bonus feats. Increase their ranks in Stealth and treat it as a class skill.
CR +1.
| Orthos |
17. Hunting Drake: Bred and domesticated by Giants to hunt and carry large prey, these wyverns lose their poison and sting attack but gain Scent and have increased flight capability; 60ft (Average). CR +0.
Wyverns already have Scent and fly 60 (though they're normally Poor maneuverability).
| Golarion Goblin |
21. Pseudowyvern: These dark-red wyverns are more cunning than the run of the mill wyverns, and only slightly less adversarial. While smart enough to be bargained with, indeed many traveling merchants have told tales of avoiding being devoured by offering up their supplies of salted fish and cheese, when a pseudowyvern singles out prey it does so in a cat-and-mouse style and rarely ends in a "clean kill".
Increase Intelligence to 10, which grants 14 more skill points, and change the poison as follows:
Poison (Ex): Sting—injury; save Fort DC 17; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save.
+0 CR
| Mark Hoover |
22. Spiderfang Wyvern: A bizarre cousin of the classic dragon these variants are little more than flying, draconic arachnids. They have evolved beyond the need to claw their prey and have grown 6 additional limbs in place of their tail, yet these darkly scaled creatures crawl and climb as well as they fly. Their poison however remains just as lethal.
Replace the tail sting w/poison bite; give webspinning as giant spider and fly (40')clumsy plus spider climb and a decent Climb skill. +1 CR
| Oceanshieldwolf |
Raiderrpg wrote:17. Hunting Drake: Bred and domesticated by Giants to hunt and carry large prey, these wyverns lose their poison and sting attack but gain Scent and have increased flight capability; 60ft (Average). CR +0.Wyverns already have Scent and fly 60 (though they're normally Poor maneuverability).
Heh. I "gave" the Palewyrm (no. 8) Scent as well. Oops. Might revisit that.
;)And the Bladebeak (no.12) should be CR +1.
| Mark Hoover |
| 1 person marked this as a favorite. |
23.Feygobbler Wyvern: In the lands of Karnoss the fey are an ever present danger, and moreso since the time of the Wilding. The Akademie Arkanum has bred a kind of wyvern to help combat this menace. The "Feygobbler" as it's been called is mottled green in it's appearance, though other colors may persist depending on their prey's environment. Their draconic blood has mingled well with elemental magic to fuse metal into their bodies. Though sleeker and more serpentine than their traditional kin they are none-the-less as lethal to all and especially the wickedness they hunt.
Apply the simple: young template to reflect their smaller size and lower HD than their cousins.
Remove Tail Stinger and Poison in favor of Swallow Whole (like a snake) and Camoflauge. This reflects their highly predatory nature and ability to stalk the fey in natural surroundings.
Now for the Coup De Gras: Bite and Claw attacks are Cold Iron. Not "considered" cold iron...they are actually composed of cold-iron and thus able to affect many fey. This can be modified by GM fiat to other types depending on the DR of the fey they're used against or reflecting different breeds, etc.
CR nets to +0 or perhaps even -1.
I envision these as serpentine predators coiled around trees, hovering amid forests or sneaking through undergrowth, then exploding out on their foes to just snag them, going through their DR and swallowing them in one bite! Maybe they need a utility to move through undergrowth...
| Mark Hoover |
24. Gravetalon Wyvern: Infused with the foul energies of the Beldam Bogs, these immense black beasts are a terror to the city of Inderwick. They are not the most powerful fliers though they swim in the fetid waters of swamps and bogs, using their darkly grue scales to great advantage. Unlike their common kin they are not impatient; in fact they are wryly noted as having the "patience of the grave", lying in wait as ambush predators. Their true power though is to weaken their foes with not only their poison but with the profane power that courses through their veins.
Switch wisdom and charisma scores, giving them slightly weaker will saves in favor of better DC for their touch attack. Replace Flyby Attack with Ability Focus: Touch of Fatigue, special attack: rake with Touch of Fatigue at a DC 14 and reduce fly to 40' (Clumsy) but add a 40' swim speed. Iron Will stays but Skill Focus becomes Stealth. Also add the simple:advanced template. CR +1
| Mark Hoover |
25. White Juggernaut Wyvern: In distant Vardok they have a saying: when the mountains rumble look to the sky, not the ground. The ancient lands of ice and snow that birthed the proud Dunevain of Karnoss have produced the White Juggernaut; a savage wyvern of pale countenance and little conscience. It hunts by winging to avalanche points, then using its mass and power to unleash one of these devastating natural disasters.
Size increase by 2 steps. Remove the special attack: rake and instead give it a power slam attack: the wyvern drives its bulk to ground causing everything in a 20' burst from itself to suffer a DC 19 Fort Save or be knocked prone. This is a Force effect and can be used to initiate an avalanche. Iron Will becomes Power Attack; all melee attacks are adjusted by new size as well as -3 to attack, +6 to damage. +2 CR
| Mark Hoover |
27. Writhing Madness Wyvern: Something had gone terribly, horribly wrong. This is the last thought in the head of Baron Edvar Von Arsenic, Master Alchemist of Izmok, before that thought was replaced by a half-dozen barbed stingers. The Writhing Madness is a (debatably) successful fusion of wyverns with the stuff of chaos from which aberrations spring. The result is a winged horror; a massive bulk with 6 bloated poison sacs, multiple tentacles where a tail should be and a great circular maw on a flattened stingray's head.
Talon attacks are no longer on wings and there are no wing attacks or individual tail stings; instead grant 6 tentacle attacks. Each deals 1d6 +4 damage plus poison and each provokes Grab. Special attack: Rake becomes Constrict. Type changes to Aberration (all the changes therein). CR +1
| Raiderrpg |
Mark
Mark staph
I don't think any of those are really balanced out to the CR you're giving.
Six poison attacks with grab is a bit of a wreck, especially with a type change to aberration; massive size (and thus str, CMD, etc increases) is a bit rough, too, especially with a forced-prone ability; and I don't know what's up with the feygobbler or gravetalon, but those aren't near quick-and-dirty.
The enthusiasm is good, but let's keep these simple- even a newbie DM shouldn't have to do more than peek back and forth once or twice to make it work.
| Mark Hoover |
26. Swymvern: along the plodding course of Kel's Lament can be found aquatic wyverns akin to stingrays as well as dragons. These creature's slick scales and darting nature make them deadly both in the air and in the water.
Apply River-Born template; change skill focus from perception to Swim. CR +0
| Mark Hoover |
28. Ghoulsting Wyvern: Just as the numerous ancinet graveyards, ruined necropoli and war-spawned cairns of the Barrow Downs have given rise to a unique fey known as the Graveborn Pixie, so too have these moldering energies infused another local fauna. Palid and skeletal in appearance, the gaunt Ghoulsting is a ghostly horror winging silently over these grim hills. They have membraneous wings, sunken eyes a foul breath riding a bizarely triple-forked tongue, yet these wyverns are very much living beings that are never sated. They favor carion to fresh meat, though they are not averse to slaying a victim merely to let them rot for days before supping on the disgusting carcass.
Apply the following templates: simple:young and Hungry, then swap out poison for Paralysis. CR remains unchanged.
| Sissyl |
29. Boomvern: A pretty much standard-looking wyvern that looks slightly bloated, and reeks of a sharp gas scent. Closer up, you see dozens of tiny holes in its hide that continually burble out some vile fluid and gas bubbles.
In short, this wyvern has the death throes ability, detonating on its death, doing 8d6 half-and-half fire and acid damage within a 30' radius. Should be good for a +1 CR or so.
| Oceanshieldwolf |
30. Cryvern. Somehow even more ill-tempered than the generic wyvern this argent scaled beast frequents island and coastal shipping lanes looking for easy humanoid prey - its fearsome cries enough to shake the stoutest heart.
Can cry as piercing shriek in a 15' cone - any creature that saves is immune to that cryvern's cry for 24 hours. If a creature fails against a cryvern's cries twice, the third cry is treated as an ear piercing scream with a caster level equal to the cryvern's HD. CR +2
31. Mosscowl Wyvern. Occasionally kept as a guardian by advanced vegepygmies this bulky moss, lichen and fungi encrusted flightless wyvern is placid and particularly stupid. Resembling the love child of a shambling mound and a triceratops the mosscowl wyvern's mighty horned head and thundering step presage terror for the enemies of the forest. Add 500lbs. Replace flight speed with Burrow (earth) 20ft and Swim 20ft. Replace sting with Horns +9, 2d6. Replace Flyby Attack with Toughness. Gains Stampede Assault - after a charge maneuver the mosscowl may make a Horn attack against each creature adjacent to it. CR +2
| clff rice |
33. Fleshdrinker Wyvern. This dragon has sickly flesh colored scales and no eyes. Its hunts by sound. Its wings are long and membranous and much more malleable than those of a normal Wyvern. It It prefers to attack with its wings which have the grab universal monster ability and vomiting a flesh dissolving substance onto the grappled foe doing 1d4 con damage each round the pin is maintained. The dragon eats the soupy remains of the flesh leaving only bones behind. Necromancers prise these bones because they are perfectly cleaned and superbly suitable for reanimation requiring the Onyx stone only be worth 20 gp per hitdice of the undead. CR+1
| Bloodwort |
To continue with the "cold" based Wyvern idea, consider this:
34. Frostbite Wyvern: The dark blue scales on this wyvern have faded to an icy blue. Shards of ice jut out from its body at painful angles. It's eyes look like frozen orbs glowing with a pale blue light. It's body emanates with an unnatural cold.
Add the Frostfallen template
This provides a ton of benefits: gains the undead and cold subtypes
natural armor +4
DR5/bludgeoning
immune to cold, gains vulnerability to fire
flight maneuverability drops to clumsy
special attack: cold: 2d6 damage
body generates intense cold. creatures striking it with unarmed or natural weapons take cold damage on each hit.
+2 strength, +6 charisma, no con, no intel, wisdom becomes 10
skill ranks dropt to zero
feats drop to zero, gains toughness
gains lifesense 60'
Hard to believe but this is a +1 CR template
| Mark Hoover |
35. Densite Wyvern: these brutes of the sky are clumsier than their kin and not at all speedy in their attacks; they make up for this with their dense, nearly stony calcified scaled plates that coat their bodies. Their tail is no longer a poison delivery system but rather bludgeon capable of smashing even stone; these draconic juggernauts are sometimes used as living siege engines by the orcs of the Grimmen Peaks.
Remove Flyby Attack and Improved Initiative for x2 Improved Natural Armor; Sting is replaced by Slam +10(1d8 +4) which also delivers a Sunder attack that does not provoke an AoO. CR +1.
Mystic_Snowfang
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Therizin Wyverns
A strange variant indeed, Therezin Wyverns are much not carnivores. Instead these massive dragons have adapted to either a herbivours lifestyle, or a mildly omniverous one. They are found in a few varities, depending on where they life. Though plant eaters, most Therezin Wyvern are still as ill tempered as ever, and will likely attack anything they see as a threat.
Grasswalker
Long limbed and more delicate than their kin, Grasswalkers are poor fliers, and have little in the way of venom. However, they swift runners. They will only take to the sky if nessicary. They are skilled at using their long tails as a whip. Unlike most Wyverns, they are mildly social, and will live in groups of up to 6 related individuals.
CR +0 Fly speed 40, land speed 60, Gains Run
Looses venom and rake
Shellcruncher
Shellcrunchers are stout and powerfully built, their jaw is extremely powerful and able to crack open the shells of both nuts and shellfish, which make up this tropical creature's diet. Shellcrunchers are extremely ornery, even for a wyvern and will not tolirate any form of competition in its territroy. One of the few creatures it will not attack are oxpeckers, which it allows to live on its body, and remove parasites.
CR +4
Add Cripiling Critical on bite
Add 1 "summon" oxpecker swarm
Use statics for Raven Swarm
[url]https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/anima ls/swarm-raven-tohc[/url]
(I may add more later, others are free to add more as they please)