Bone Wyvern

by Macekill

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Terrors of the Mountain

Bone Wyverns: The distant cousin to its widely known sibling, this particular variant is leagues more dangerous. While it may lack the poisonous stinger that its cousin boasts; the bone wyvern's segmented bone plates makes it harder for potential competition to harm it, not to mention the incredible reach with all of its natural weapons. It is even rumored to have breathed a gas capable of knocking out most creatures that make the mistake of inhaling it.

Hyper Aggressive Beasts. The males of this subspecies is usually hyper aggressive to any other creatures that wander into its territory. It has been known to render entire mountain ranges void of any local fauna, while it stakes claim to its new home. This behavior is enhanced tenfold during mating season, where gauntlets of combat ensue between bone wyvern males, just to win a chance at mating with the much rarer female specimen.

Vestigial Wings. Unlike its more renowned cousin, the bone wyvern has little use for flying. It's elongated arms seem more suited to climbing, but that doesn't mean the bone wyvern cannot fly, it's just that it's more suited to gliding, as the small membrane accounting for the wing itself is too small to sustain such a large beast in the air. Thankfully, what it lacks in its ability to fly, it greatly makes up in its explosive speed on the ground as its legs are far more developed.

Natural Arsenal. The bone wyvern has a number of natural weapons at its disposal: whether it be the massive horn jutting outward from its head, the razor sharp claws of its lengthly arms, the interlocking hooked teeth of its maw, or the serrated blade-like whip of a tail that can carve a gash into the surface of rocks if swung hard enough. Scholars have documented that these wyverns will usually carry around a portion of a previous combatant impaled on its horn, to ward off any other predators thinking of fighting it, and as if to present a sort of trophy to any potential mates.

Rare Breed. Unlike the abundance of its progenitor, the bone wyverns are surprisingly few and far between - partly due to themselves. Due to the hyper aggressiveness of a male bone wyvern, they are estimated to be the reason for the decline in their own birth rates, as male bone wyverns that encounter another male of their species will usually fight to the death, unless one is cowed, which is fairly rare. It is unlikely that any surrounding local fauna of the mountainous terrains they inhabit would be able to fell them easily, unless of course it was a dragon's doing.

















































Random Dragon by Basilisk193



Bone Wyvern

Large Dragon, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 50 ft., climb 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 19 (+4) 5 (-3) 12 (+1) 6 (-2)

  • Skills Perception +7, Stealth +4

  • Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks

  • Senses darkvision 60 ft., blindsight 30 ft., passive Perception 17

  • Languages -

  • Challenge 8 (3,900 XP)


Territorial Nature. Whenever a creature steps into the range of the bone wyvern's attacks, it can use its reaction to make an opportunity attack.

Vestigial Wings. The bone wyvern cannot fly conventionally. It can only glide. The bone wyvern can subtract up to 100 feet from the fall when calculating falling damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Actions

Multiattack. The bone wyvern makes three attacks: One with either its Gore or Bite attack, and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 16 (2d10 + 5) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. The bone wyvern can grapple only one creature at a time with its bite.

Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) piercing damage. If the bone wyvern moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 13 (2d12) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) slashing damage and if the target is a creature, it must succeed on a DC 16 Constitution saving throw. On a failed save, for 1 minute, a creature is grievously wounded, losing 5 (1d10) hit points at the start of each of its turns. A creature can use its action to staunch the bleeding with a successful DC 12 Wisdom (Medicine) check.

Sleep Breath (Recharge 5-6). The bone wyvern exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Credits

 

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