| 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 |
Acid Blood. A creature that hits the wyvern with a melee attack while within 5 feet of it takes 10 (3d6) acid damage.
Legendary Resistance (2/Day). If the wyvern fails a saving throw, she can choose to succeed instead.
Tunneler. The wyvern can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake.
Spider Climb. The wyvern can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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) acid 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.
Acid Breath (Recharge 5–6). The wyvern exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 49 (11d8) acid 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.
Black Burrower Physical Description. The Black Burrower has a head identical to a black dragon's head. Its scales are more prominent and denser than all other Bone Barrow wyvern species; its scales stick out from its body, making places like its neck appear bristly. Black Burrower's scales tend to be colors of black and grey.
Buried Ambushers. Black Burrows make their dens underground; however, the food they like is on the surface, so Black Burrows will travel upwards and bury themselves just below the surface and wait. They will burst out whenever they sense the vibrations of something big enough to be their meal, ambushing their prey. The extra dense scales are usually sufficient to protect them during these ambushes, but those who do manage to bypass the Black Burrower's defenses are in for a shock when they get burned by their acidic blood.
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