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Wyvern

Adversaries Designed by Gaurelin • Art by Public Domain

Adversary overview

A territorial, winged, bipedal reptilian predator that hunts with brutal, solitary efficiency from the skies.

The Wyvern is a magnificent, yet terrifying, spectacle of predatory evolution. Its lean, reptilian body is coiled with muscle, capable of explosive aerial maneuvers, supported by a pair of vast, leathery wings that beat with a powerful, rhythmic thrumming. Its head, adorned with sharp crests or horns, houses a fanged maw that promises a painful, debilitating bite. But its true terror lies in its segmented, bladed tail, which whips through the air with astonishing speed and deadly precision in a devastating sweep. Whether driven by territorial hunger or the sheer thrill of the hunt, the Wyvern employs brutal efficiency. It might execute a terrifying aerial assault, diving from the sun’s glare to strike multiple targets, or unleash its tail in a destructive whirlwind. Its very roar is a chilling, territorial challenge, a promise of the pain and fear to come.

Stat block

Tier
3
Type
Solo
Difficulty
17
HP
11
Stress
6
Attack mod
+10
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
22
Major Damage — Mark 2 HP Major
Mark 2 HP
38
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Lunging Maw
Range: Very Close
Damage: 3d12+10
Attack Mod: +10
Damage Type: Physical

Features

Passives

  • Relentless (2)

    The Wyvern can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.

  • Aerial Superiority

    The Wyvern may move up to Far range, and still take an action. When Flying, they gain a +2 bonus to their Difficulty.

Actions

  • Territorial Roar
    stress 1

    Mark a Stress to unleash a terrifying roar, freezing foes in their tracks. All targets within Far range must succeed on a Presence Reaction Roll or become temporarily Restrained.

  • Tail Sweep
    fear 1

    The Wyvern lashes out with its bladed, scythe-like tail in a wide, destructive arc, shredding its adversaries' defenses. Make a standard attack against all targets within Close range. Targets the Wyvern succeeds against must mark an armor slot without receiving its benefit, and are pushed back to Far Range (they may still mark an armor slot to reduce the damage). If they can't mark an Armor Slot the must nark an additional HP. Targets it fails against take half damage and are pushed back to Very Close range.

  • Death from Above
    stress 1

    If the Wyvern is flying, Mark a Stress to choose a point within Far range. Move to that point, and make an attack against all creatures within Close range. Targets the Wyvern succeeds against take 3d10+6 physical damage, and become temporarily Vulnerable.

Reactions

  • Retaliatory Toss
    stress 1

    Whenever the Wyvern takes Major or greater damage from an attack within Melee range, you may Mark a Stress for it to grab and toss its attacker with its jaws. The target must make a Strength or Agility Reaction Roll or be pushed to Far range, taking 3d6+3 damage. Targets who succeed take no damage, and are pushed to Very Close range.

  • Terrifying

    When the Wyvern makes a successful attack against a PC, all PCs within Far range lose a Hope, and you gain a Fear.

Motives & tactics

Fly Hunt Lock Down Dive Retaliate

Experiences

  • Apex Predator +3
  • Aerial Hunter +2

Wyvern

Tier 3 solo

A territorial, winged, bipedal reptilian predator that hunts with brutal, solitary efficiency from the skies.

Motives & Tactics: Fly, Hunt, Lock Down, Dive, Retaliate

Difficulty: 17 | Thresholds: 22/38 | HP: 11 | Stress: 6

ATK: +10 | Lunging Maw: Very Close | 3d12+10 Physical

Experience: Apex Predator +3, Aerial Hunter +2

HP:

STRESS:

Features

Relentless (2) - Passive: The Wyvern can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.
Aerial Superiority - Passive: The Wyvern may move up to Far range, and still take an action. When Flying, they gain a +2 bonus to their Difficulty.
Territorial Roar - Action: Mark a Stress to unleash a terrifying roar, freezing foes in their tracks. All targets within Far range must succeed on a Presence Reaction Roll or become temporarily Restrained.
Tail Sweep - Action: The Wyvern lashes out with its bladed, scythe-like tail in a wide, destructive arc, shredding its adversaries' defenses. Make a standard attack against all targets within Close range. Targets the Wyvern succeeds against must mark an armor slot without receiving its benefit, and are pushed back to Far Range (they may still mark an armor slot to reduce the damage). If they can't mark an Armor Slot the must nark an additional HP. Targets it fails against take half damage and are pushed back to Very Close range.
Death from Above - Action: If the Wyvern is flying, Mark a Stress to choose a point within Far range. Move to that point, and make an attack against all creatures within Close range. Targets the Wyvern succeeds against take 3d10+6 physical damage, and become temporarily Vulnerable.
Retaliatory Toss - Reaction: Whenever the Wyvern takes Major or greater damage from an attack within Melee range, you may Mark a Stress for it to grab and toss its attacker with its jaws. The target must make a Strength or Agility Reaction Roll or be pushed to Far range, taking 3d6+3 damage. Targets who succeed take no damage, and are pushed to Very Close range.
Terrifying - Reaction: When the Wyvern makes a successful attack against a PC, all PCs within Far range lose a Hope, and you gain a Fear.

Discussion

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