Half-Wyvern (3.5e Template)

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Half-Wyvern[edit]

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Horrific and hateful dragonblooded beings born of wyverns and other unfortunate creatures.

True dragons' ability to reproduce with almost any creature is known far and wide. Most lesser dragons do not possess this ability, or if they do produce draconic creatures rather than powerful or specific half-breeds. Wyverns are among those that do have this capability, though most are content eating their non-dragon mates than producing offspring with them.

Half-wyverns are ugly, hateful, and angry creatures. With their wing-like hands, asymmetrical patches of scales, and long poison-barbed tail, there is almost no way to disguise their true nature. Few half-wyverns even bother with disguises or even dealing with other humanoids, tending towards solitary existences. Their wyvern parent's violent tendencies live true within half-wyverns, and most live lives of banditry and murder.

Not as powerful, true-blooded, or even common as other half-dragons, half-wyverns are nonetheless dangerous beasts who are best avoided.

Half-Orc, Half-Wyvern 4th-Level Barbarian
Size/Type: Medium Humanoid (Dragonblood, Orc)
Hit Dice: 4d12+12 (38 hp)
Initiative: +2
Speed: 30 ft. (8 squares), fly 30 ft. (clumsy)
Armor Class: 20 (+6 +1 breastplate, +2 Dex, +2 natural), touch 12, flat-footed 18
Base Attack/Grapple: +4/+9
Attack: Sting +9 melee (1d4+5 plus poison), or javelin +5 ranged (1d6+5; not while flying)
Full Attack: Sting +9 melee (1d4+5 plus poison) and bite +4 melee (1d6+2), or javelin +5 ranged (1d6+5; not while flying)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., light sensitivity, low-light vision, rage 2/day, trap sense +1, uncanny dodge
Saves: Fort 7, Ref 3, Will 1
Abilities: Str 21, Dex 15, Con 16, Int 6, Wis 10, Cha 6
Skills: Intimidate +5, Listen +7, Spot +2,
Feats: Ability Focus (Poison), Power Attack
Environment: Underground.
Organization: Solitary.
Challenge Rating: 5
Treasure: Standard (5 masterwork javelins, +1 breastplate)
Alignment: Often Chaotic Evil
Advancement: By Character Class
Level Adjustment: +2


This orc's posture is terrible. It has a jaw that is massive even by orc standards, elongated winged fingers, and a lengthy barbed tail. It holds a javelin awkwardly as it glides towards you.

Not may want to think how an orc and a wyvern have spawned anything. If there was an apex of the maddening power of the half-wyvern, it would be this being.

The half-orc, half-wyvern barbarian presented here had the following ability scores before racial adjustments: Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 8.

Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d4 Con. The save DC is Constitution-based. It must wait 1d4 rounds after a successful sting attacks to use another dose of poison.

Creating a Half-Wyvern[edit]

"Half-Wyvern" is an inherent template that can be added to any living corporeal creature (referred to hereafter as the base creature). A half-wyvern uses all the base creature's statistics and special abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Size and Type[edit]

Animals with this template become magical beasts, but otherwise the creature's type is unchanged. All creatures gain the dragonblood subtype. Size is unchanged.

Hit Dice[edit]

Same as base creature.

Speed[edit]

A half-wyvern has wing-hands. Unless the base creature has a better fly speed, the creature can fly at the base creature's base land speed (poor maneuverability). A half-wyvern carrying anything in their hands while flying lowers its maneuverability to clumsy. A half-wyvern cannot attack with a manufactured weapon and fly in the same turn unless the base creature already has the ability to fly.

Armor Class[edit]

The base creature's natural armor improves by +2.

Attack[edit]

A half-wyvern has a bite attack and a sting attack, and the sting is the primary natural attack. If the base creature can use a weapon, the half-wyvern retains this ability. A half-wyvern fighting without weapons uses its sting when making an attack action. When it has a weapon, it usually uses the weapon instead.

If the base creature does not have these attack forms, use the damage value in the table below. Otherwise, use the values below or the base creature's damage values, whichever are greater.

Size Bite Sting
Fine 1 --
Diminutive 1d2 1
Tiny 1d3 1d2
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6
Huge 2d6 1d8
Gargantuan 3d6 2d6
Colossal 4d6 3d6

Full Attack[edit]

A half-wyvern fighting without weapons uses its bite and its sting when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite and its sting as secondary natural attacks.

Special Attacks[edit]

A half-wyvern has all the special attacks of the base, plus the following special attacks.

Poison (Ex): Injury, primary and secondary 1d4 Con. The saving throw is Constitution-based. A half-wyvern delivers its poison with a successful sting attack. Half-wyverns cannot produce poison as quickly as their full-blood parents, and must wait 1d4 rounds before delivering another dose of poison. They may continue to make sting attacks during this time, but such attacks are not poisonous.

Special Qualities[edit]

A half-wyvern has all the special qualities of the base creature, plus the following special qualities.

Darkvision (Ex): Half-wyverns have darkvision out to 60 feet.

Deformed Hands (Ex): A half-wyvern's hands are enlongated, webbed affairs that are much less capable of manual dexterity. A half-wyvern suffers a -2 penalty on all attack rolls made when using a light or one-handed weapon (natural weapons and unarmed attacks do not incur this penalty). In addition, they suffer a -2 penalty on all Disable Device, Open Lock, Sleight of Hand, and Use Rope checks.

Low-Light Vision (Ex): A half-wyvern can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under thise conditions.

Abilities[edit]

Increase from the base creature as follows: Strength +4, Constitution +2, Intelligence -2.

Skills[edit]

Half-wyverns have a +2 racial bonus on Spot checks.

Feats[edit]

Same as base creature.

Environment[edit]

Same as base creature, usually warm.

Organization[edit]

Solitary.

Challenge Rating[edit]

Same as base creature +1.

Treasure[edit]

Same as base creature.

Alignment[edit]

Often chaotic or evil.

Advancement[edit]

Same as base creature.

Level Adjustment[edit]

Same as base creature +2.



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