Glittering Emerald Green scales dominate the ridge of this reptilian creature along with its head and neck, granting it its name. These give way to a darker leafy green or conifer green depending on environment. Its hooked and long claws perfect for climbing, its whip like tail with stinger a deadly hunting implement, its jaws though narrow, vicious with a savage bite force. To say nothing of the deadly venom its bite can inject, or the toxic clouds it is capable of breathing forth. A true draconid, smaller than many of its cousins of other colors, wingless but no less majestic and terrifying. Similar in mass to a black bear, but even an enraged manticore would flee before this creature's wrath and abilities. The forests bend and bow to its will where it strides, it seems to disappear as easily as a thief in the black of night amidst the foliage. An Emerald Wyvern, as close a cousin to a true Tane, a true dragon, as most will ever see. | |
Perception | 1d20+20 |
Languages | Draconic, Valarian (Common), Sylvan dialect, at least two other languages common in creatures around its lair |
Skills | Athletics: 1d20+19 , Acrobatics: 1d20+21 , Arcana: 1d20+12 , Bribery: 1d20+13 , Diplomacy: 1d20+13 , Investigate: 1d20+12 , Intuition: 1d20+16 , Intimidate: 1d20+15 , Nature: 1d20+16 , Navigation (Terrestrial): 1d20+16 , Occult: 1d20+12 , Spell-weaving (Druidism): 1d20+14 , Stealth: 1d20+21 , Survival: 1d20+16 |
STR +4 , DEX +6 , CON +5 , INT +1 , WIS +3 , CHA +2 | |
Items | Besides the obviously highly valuable Wyvern parts, which naturally are worth a lot of gold themselves to the right buyers, Wyverns are draconic of heritage, and the Emerald is no exception. If you were to find its lair, you would likely find some trinkets and objects worth your while. Emerald Wyverns are primal hunters, keeping trophys of vanquished foes whom they deemed worthy of challenge. So you may find perserved within the toxic yet formeldahyde like pools within such a creature's den all manner of object, pieces of anatomy, and even perhaps some treasure. Emerald Wyverns have no love for coin or most gems or precious stones but do fancy Emeralds and likely have at least one or two smaller ones. These sorts of manna gems are extremely valuable. Besides this you will likely find at least a handful of expensive mundane and minorly magickal objects, trinkets and trophies, as well as perhaps one or two objects of more notable (moderate) magickal power. |
AC | 27 (30 if Draconic Protection is active) |
Saving Throws | Fort 1d20+18 , Ref 1d20+21 , Will 1d20+16 , Power Save (Strength): 1d20+15 , Logic Save (Intelligence): 1d20+14 , Ego Save (Charisma): 1d20+13 |
HP | 106 9d12+52 - Immunities Toxic (Persistent Poison Damage), Poison Damage, Druidism school of arcane/primal magicks. - Weaknesses N/A - Resistances Resist (5) to all damage types |
Speed | 50 feet, 25 feet climb speed |
Melee | Melee, Bite: 5 foot reach, Armor Penetration (2). 1d20+15 to hit. 2d10+4 piercing damage plus 2d6 poison damage. Any target bitten must attempt a DC 23 Fortitude Save. Critical Failure results in immediate paralysis and Toxic (3). A normal Failure merely results in Toxic (2), a normal Success Toxic (1) and a critical Success escapes with no conditions. This paralytic venom and poison damage only applies to one bite per round, the first. Melee, Claw: 5 feet reach, Armor Penetration (1), Agile. 1d20+18 to hit. 2d8+4 slashing damage. Melee, Tail Stinger: 5 feet reach, Finesse. 1d20+13 to hit. 1d12+6 piercing damage and 2d6 poison damage. Target must make a DC 23 Fortitude Save. Critical failure sees target suffer Confused (3) and Toxic (3) conditions. Normal failure means Confused (2) and Toxic (2) conditions. Success means Confused (1) and Toxic (1) conditions and Critical success avoids all conditions. Once used the stinger merely deals piercing damage until the Wyvern has had a Rest for the venom dose to replenish. |
Special Abilities | Skirmisher: Emerald Wyverns are natural skirmishers and seem skilled in fighting on the move. So long as they have moved at least half their maximum movement speed since their last attack, they deal an extra 3d6 damage.
Draconic Heritage (Pool=3/3): This pool represents the creatures bloodline, and decides how many Emerald Spell-Forms it can just call on freely. Wyverns need no casting roll to manipulate their given type of manna, they merely just can, at least when casting the lowest tier of any spell-form. They would only roll a Spell-Weave if attempting to spend one point of their Heritage to upcast it to Tier II or 2 points to upcast it to Tier 3. These points have other uses as well. They recover only over a Regroup or a Rest.
Draconic Protection: So long as the Wyvern has 1 point in its Draconic Heritage Pool, it recieves a +3 morale bonus to its Armor Class.
Awe-Inspiring Presence: When one first lays eyes on wyverns, or one would assume, a Tane, one cannot help but be awestruck. Any sapient being that lays eyes on this creature for the first time in a day must attempt a DC 23 Ego Save. If critically failed, they become Stunned (3). If they fail, they become Stunned (2). On a success they merely become Stunned (1). Only on a Critical Success do they overcome the awe and avoid any condition. This state only lasts 1 round/instance of the condition, it fades over time as the brain of the individual processes what they are seeing and catches up to well...reality.
Born of Nature: Emerald Wyverns are entirely immune to the effects of any Emerald magicks (Nature), as well as the Toxic condition and Poison damage.
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Spells | Caster DC: 23
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Advancement/Alteration Options |