Ice Wyvern
When adventuring through the wastelands, it's common to get shivers up and down one's spine. Most shrug it off and assume the cold is the cause, but the experienced adventurer begins to be more observant, for the shivers are often caused by the Ice Wyverns, a more powerful cousin of the mainland wyverns.
The Ice Wyvern, also known as the Winter Wyvern, stands at nearly 30 feet tall on average, with an icy white appearance and icicle-like teeth, the Ice Wyvern is an imposing sight, if one sees it at all. Few ever get a glimpse of the blindingly fast dragon before it finishes them, but those who do never forget the infamous gleam of evil joy in those yellow eyes bereft of compassion. Ice Wyverns are typically reclusive creatures, though they will meet with the opposite sex to mate and raise young. They typically carve small caves into hills or mountains where they may watch for potential pray from above. These caves are usually rather utilitarian, but occasionally harbor little knick knacks the Wyvern has collected over its life. Their diet consists mostly of local prey such as travelers, seals, penguins, and sometimes even their own. The wyvern is more than capable of fighting, but rarely does so, as any wound can be grievous in such an environment.
Wyvern
large dragon (unaligned) AC: 14 (natural) HP: 137 Speed: 30 ft. fly 90 ft.
Str: 20 (+5) Dex: 12 (+1) Con: 18 (+4) Int: 8 (-1) Wis: 12 (+1) Cha: 10 (+0) Skills: Perception +4, Survival +4 languages: -- Senses: Darkvision 60 ft., Blindsight 10 ft. Challenge: 7 Proficiency bonus: +3
Actions: Multiattack: the Ice Wyvern makes two attacks: one with its bite and one with its frigid sting. If the wyvern is flying, it may instead make three attacks, though it must use its bite for at least 1 of those attacks, and stinger may only be used once.
Bite: melee, +8 to hit, reach 10 ft., one target. Hit 2d6+5 piercing damage Claws: melee, +8 to hit, reach 5 ft., one target. Hit 2d8+5 slashing damage. Frigid sting: melee, +8 to hit, reach 10 ft., one target. Hit 2d6+5 piercing damage and 1d6 cold damage. The target must make a DC 16 Constitution saving throw. On a failed save, they take 8d6 cold damage, or half as much on a success. On a fail, their movement speed is halved until the next rest.
The Ice Wyvern, also known as the Winter Wyvern, stands at nearly 30 feet tall on average, with an icy white appearance and icicle-like teeth, the Ice Wyvern is an imposing sight, if one sees it at all. Few ever get a glimpse of the blindingly fast dragon before it finishes them, but those who do never forget the infamous gleam of evil joy in those yellow eyes bereft of compassion. Ice Wyverns are typically reclusive creatures, though they will meet with the opposite sex to mate and raise young. They typically carve small caves into hills or mountains where they may watch for potential pray from above. These caves are usually rather utilitarian, but occasionally harbor little knick knacks the Wyvern has collected over its life. Their diet consists mostly of local prey such as travelers, seals, penguins, and sometimes even their own. The wyvern is more than capable of fighting, but rarely does so, as any wound can be grievous in such an environment.
Wyvern
large dragon (unaligned) AC: 14 (natural) HP: 137 Speed: 30 ft. fly 90 ft.
Str: 20 (+5) Dex: 12 (+1) Con: 18 (+4) Int: 8 (-1) Wis: 12 (+1) Cha: 10 (+0) Skills: Perception +4, Survival +4 languages: -- Senses: Darkvision 60 ft., Blindsight 10 ft. Challenge: 7 Proficiency bonus: +3
Actions: Multiattack: the Ice Wyvern makes two attacks: one with its bite and one with its frigid sting. If the wyvern is flying, it may instead make three attacks, though it must use its bite for at least 1 of those attacks, and stinger may only be used once.
Bite: melee, +8 to hit, reach 10 ft., one target. Hit 2d6+5 piercing damage Claws: melee, +8 to hit, reach 5 ft., one target. Hit 2d8+5 slashing damage. Frigid sting: melee, +8 to hit, reach 10 ft., one target. Hit 2d6+5 piercing damage and 1d6 cold damage. The target must make a DC 16 Constitution saving throw. On a failed save, they take 8d6 cold damage, or half as much on a success. On a fail, their movement speed is halved until the next rest.
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