| Mod | Save | ||
|---|---|---|---|
| STR | 23 | +6 | +11 |
| DEX | 10 | +0 | +5 |
| CON | 20 | +5 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 12 | +1 | +6 |
| CHA | 6 | −2 | −2 |
Legendary Resistance (2/Day). If the wyvern fails a saving throw, she can choose to succeed instead.
Ash Cover. The wyvern has advantage on Dexterity (Stealth) checks made when it is burrowing in ash, as well as a +4 bonus to its armor class.
Firesight. The wyvern can see through areas obscured by fire, smoke, and fog without penalty.
Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 13 (2d6 + 6) piercing damage plus 5 (1d10) fire damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
Stinger. Melee Weapon Attack: +10 to hit, reach 15 ft., one creature. Hit: 13 (2d6 + 6) piercing damage. The target must make a DC 17 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Ash Breath (Recharge 5–6). The wyvern exhales a stream of superheated ash in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
Description
To anyone who may stumble upon this or creatures like this: This is a homebrew creature I made for my homebrew campaign setting and was never originally supposed to be made public. However, I decided to use a homebrew race from that same setting in my friend's Spelljammer campaign, and they requested to use some creatures I was okay with them using from that campaign setting in case we visit the planet or run into some intergalactic poaching ring. However, after a bit, we were made aware that even though I was in their campaign, D&D Beyond did not give them access to my homebrew creatures, so I am releasing duplicated copies of these creatures for them to use and keeping the originals so I can continue to update them as I see fit. So if anything seems janky, that's why.
Cousins to the great dragons, wyverns have two scaly legs, leathery wings, and a sinewy tail topped with a poison stinger that can kill a creature in seconds.
Bone Barrow Wyverns. During the great civil war, wyverns were first brought to the Bone Barrow to serve as war mounts in Dragonlord Etrigan's army. During this time, Lord Etrigan began using his great draconic magic to give these wyverns more draconic abilities, such as breath weapons, increased size, and a limited form of telepathy similar to the pseudodragon. After Lord Etrigan won the great war, many of these enhanced wyverns were accidentally released into the wilds of the Bone Barrow. After a few centuries, many of these wyvern's descendants have evolved into their own subspecies. Fourteen subspecies still thrive: the Sea Skimmer, the Viperwing, the Sonic Screecher, the Snowbearded Shocker, the Black Burrower, the Ashwyrm, the Honey Jouster, the Webbwing, the Stone Gripper, the Snow Stalker, the Mana Devourer, the Cloudsire, the Sandswimmer, and the Thislehide. Like the main species of wyvern, the subspecies of the Bone Barrow can be tamed and trained with enough hard work and dedication; they are intelligent enough to understand some languages, though they cannot speak, this makes them very good at understanding and receiving commands. However, they appear less willing to follow said commands if they are not spoken in draconic. Those who try to train or command these creatures without knowing draconic will face much resistance, and the likelihood of the beasts turning on them dramatically increases. Wyverns are hard to tame and control, especially the Bone Barrow wyverns. However, once one is tamed, you can find few mounts as loyal and powerful. It is for this reason that some of the most wealthy and powerful of nobles of the Bone Barrow ride on one of these fantastic beasts, why bandit chiefs risk their lives seeking the dens of these creatures, and why generals wish to have some of those who can ride these beasts on their side. Because to many, riding one of these wyverns is like riding death itself.
Ashwyrm Physical Description. The Ashwyrm has a long neck, a slim head with a forked nose horn, a slender body with spiky scales going down its back, and its stinger having two pointed tips instead of one. Its scale colors come in various greys, blacks, and reds.
Burners of Villages and Eaters of Ash. Unlike most wyverns, Ashwyrms tend to eat mostly ash and charcoal; they will only eat meat burned to a crisp. They make their home in volcanos and rocky islands in the center of magma pools, gobbling up all the ash, charred wood, and burnt carcasses of animals who were foolish enough to get close. When they are hungry or desperate enough, Ashwyrms are known to start forest fires or burn villages to the ground to feast on the abundance of ash and charcoal from whatever ruins remain. Druids and many others in the Bone Barrow hate and fear Ashwyrms for this reason.
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