```metadata title: Wyvern Variants description: '' tags: - '' systems: - 5e renderer: legacy theme: 5ePHB ``` ___ > ## Pygmy Wyvern >*Tiny dragon, chaotic neutral* > ___ > - **Armor Class** 12 > - **Hit Points** 2 (1d4) > - **Speed** 10 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|5 (-3)|15 (+2)|10 (+0)|5 (-3)|12 (+1)|7 (-2)| >___ > - **Skills** Perception +3, Stealth +4 > - **Senses** Blindsight 30 Ft., Darkvision 60 ft., passive Perception 11 > - **Challenge** 0 (10 XP) > ___ > > ***Keen Senses.*** The wyvern has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. > > ***Prehensile Tail.*** The wyvern can interact with objects using it's tail which can lift or carry an object that is 1 lbs. or lighter. If a weapon is being carried in this way, it is considered wielded by the wyvern. The wyvern cannot use the *Sting* attack action while carrying an object with its tail. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target.
*Hit:* 4 (1d4+2) piercing damage. > > ***Sting.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
**Optional Rule:** Pygmy Wyvern is added to the list of creatures you can summon with the Find Familiar spell.
``` ```
**Image Used:** "Tropical Pseudodragon" by Becca Hallstedt (color adjusted)
___ > ## Pedigree Wyvern >*Medium dragon, chaotic neutral* > ___ > - **Armor Class** 12 > - **Hit Points** 33 (6d8+6) > - **Speed** 30 ft., fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|14 (+2)|13 (+1)|5 (-3)|12 (+1)|6 (-2)| >___ > - **Skills** Perception +3, Stealth +3 > - **Senses** Blindsight 10 Ft., Darkvision 60 ft., passive Perception 13 > - **Challenge** 1/4 (50 XP) > ___ > > ***Keen Senses.*** The wyvern has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. > > ***Pack Tactics.*** The wyvern has advantage on an attack roll against a creature if at least one of the wyvern's allies is within 5 feet of the creature and the ally isn't incapacitated. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target.
*Hit:* 3 (1d6+1) piercing damage. > > ***Sting.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d6+1) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target is paralyzed for the same duration.
**Image Used:** "Wyvern Concept" from Dragon Age Game
\page ___ > ## Toy Wyvern >*Small dragon, chaotic neutral* > ___ > - **Armor Class** 12 > - **Hit Points** 15 (3d6+3) > - **Speed** 30 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|15 (+2)|12 (+1)|6 (-2)|13 (+1)|7 (-2)| >___ > - **Skills** Perception +3, Stealth +3 > - **Senses** Blindsight 10 Ft., Darkvision 60 ft., passive Perception 13 > - **Challenge** 1/8 (25 XP) > ___ > > ***Flyby.*** The wyvern doesn't provoke opportunity attacks when flying out of an enemy's reach. > > ***Keen Senses.*** The wyvern has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. >### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target.
*Hit:* 4 (1d4+2) piercing damage. > > ***Sting.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target is paralyzed for the same duration. ___ > ## Hu Tihu >*Small owlfolk, chaotic good* > ___ > - **Armor Class** 15 (leather armor) > - **Hit Points** 38 (4d8 + 2) + 10 > - **Speed** 30ft., fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|18 (+4)|14 (+2)|14 (+2)|10 (+0)|10 (+0)| >___ > - **Skills** Athletics +2, Deception +3, Insight +3, Investigation +5, Perception +6, Persuasion +3, Stealth +10 > - **Senses** Blindsight 10 Ft., Darkvision 90 ft., passive Perception 16 > - **Languages** Common, Deep Speech, Thieves Cant > - **Challenge** 1 (200 XP) > ___ > >***Sneak Attack.*** Once per turn, Hu Tihu can deal an extra 3d6 damage to one creature it hits with an attack if it has advantage on the attack roll or an enemy of the target is within 5ft. of the target. > >***Spellcasting.*** Hu Tihu is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Hu Tihu has the following wizard spells prepared: > >Cantrips (at will): mage hand, message, prestidigitation > >1st level (3 slots): detect magic, disguise self, find familiar, shield, veil of shadows. > >***Mage Hand Legerdemain.*** Hu Tihu's mage hand is invisible and can be commanded with a bonus action. > >### Actions > ***Rapier.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target.
*Hit:* 8 (1d8 + 4) piercing damage. > > ***Cunning Action.*** Hu Tihu can take a bonus action to use the dash, disengage, or hide action. > > ***Uncanny Dodge.*** When Hu Tihu is hit by an attack, they can use their reaction to halve the attack's damage against them. ___