Barbtongued Wyvern
Creature 18 (rare) — dragon
Pre-Remaster content. May include legacy alignment.
WeaverCrasherLANDAERIALdragon
A wyvern is a venomous drake with a well-earned reputation for impatience and aggression. As much as 15 feet long and weighing up to 1,000 pounds, a wyvern's resilient body allows it to crash talons-first into large prey without serious risk to itself. A wyvern uses its momentum to stun its target before injecting it with searing venom or carrying it over the side of a nearby cliff. Because a wyvern lacks the strength to haul its prey all the way to its nest intact, it is far more likely to lift
Source: kingmaker-bestiary (Pre-Remaster)
Perception +29; darkvision, scent (imprecise) 30 feet
Languages draconic
Skills acrobatics +34, athletics +35, stealth +30
Str
+9
Dex
+6
Con
+8
Int
+0
Wis
+3
Cha
+4
AC 42
Fort +34
Ref +30
Will +27
HP 330
Immunities paralyzed, unconscious
Speed 30 feet, fly 100 feet
Offense
Melee Fangs (reach-10) +35, Damage 3d12+17 piercing plus 1d6 bleed
Melee Barbed Tongue (reach-30) +35, Damage 3d6+17 slashing plus Ripping Grab
Melee Stinger (agile, reach-20) +35, Damage 3d10+17 piercing plus Barbtongued Wyvern Venom
Abilities
Attack of Opportunity —
Savage —
Barbtongued Wyvern Venom (poison) — Saving Throw DC 40 Fortitude
Maximum Duration 6 rounds
Stage 1 5d12 poison damage and Clumsy 1 (1 round)
Stage 2 6d12 poison damage and Clumsy 2 (1 round)
Stage 3 7d12 poison damage and Clumsy 3 (1 round)
Maximum Duration 6 rounds
Stage 1 5d12 poison damage and Clumsy 1 (1 round)
Stage 2 6d12 poison damage and Clumsy 2 (1 round)
Stage 3 7d12 poison damage and Clumsy 3 (1 round)
Pin to the Sky — With incredible force, the barbtongued wyvern whips its tongue and flings barbs from its length. Up to two creatures within 200 feet of the wyvern can be targeted; each creature must attempt a DC 40 Reflex save. The barbtongued wyvern can't use Pin to the Sky again until its next turn.
Critical Success The target is unaffected.
Success The target takes 2d12+3 piercing damage.
Failure The target takes 5d12 piercing damage and is pinned in place, fastened to the underlying magical nature of Thousandbreaths by the barbs (even if not adjacent to a solid surface). It is Immobilized until it Escapes. If the creature is under the effects of a spell that would prevent it from being immobilized, Thousandbreaths first attempts a Counteract check against the spell (+27).
Critical Failure As failure, but the target takes 10d12 piercing damage and is Slowed 1 until it escapes.
Critical Success The target is unaffected.
Success The target takes 2d12+3 piercing damage.
Failure The target takes 5d12 piercing damage and is pinned in place, fastened to the underlying magical nature of Thousandbreaths by the barbs (even if not adjacent to a solid surface). It is Immobilized until it Escapes. If the creature is under the effects of a spell that would prevent it from being immobilized, Thousandbreaths first attempts a Counteract check against the spell (+27).
Critical Failure As failure, but the target takes 10d12 piercing damage and is Slowed 1 until it escapes.
Reel In —
Ripping Grab —
WORKS WELL WITH
CrasherLAND / AERIALPin to the Sky immobilizes distant foes while the Crasher closes for devastating follow-up damage.
SniperLAND / AERIALImmobilized targets from Pin to the Sky give the Sniper an effectively stationary target.
AnvilLAND / AERIALReel In drags immobilized enemies into the Anvil's threat zone for Attack of Opportunity punishment.
PUNISHES
✖ melee reliance✖ stationary tactics✖ concentrate actions✖ AC dependence
Works well with · Punishes · Pairing advice
Unlock with Tactics
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