KING
Wyvern Matriarch

Wyvern Matriarch

Dragon

T3d8Sovereign

A great wyvern nesting on a windswept crag, larger and craftier than any of her brood. She stoops from stormy skies to snatch prey and drives off any threat to her nest with venom and wing.

Tier 3  ·  Role Sovereign  ·  Pool Vigor 5 / Vitality 22  ·  AC 13  ·  ATK +5  ·  Save DC 15  ·  Dmg d8

AC1311 base + 2 Sense
Vigor5Tier + Heart mod, regenerates
Vitality2210 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+5d20 + bonus vs AC, two or three a turn
Damaged8crit 2d8
Save DC15Tier 3 DC
Crit19+Cunning 12
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body18+4d8
Mind6-2-d3
Sense14+2d4
Heart14+2d4
Cunning12+1d3
Fate16+3d6

Passives

Passive

Crag Flight

Flies 80 ft and cannot be forced to land while airborne over open ground. Resistant to being knocked prone while flying.

Maneuvers

Maneuver

Snatch and Soar

Seizes a Medium or smaller creature within 10 ft in her talons (Body save DC 15 negates) and carries it aloft up to 40 ft. A carried creature takes 1 Vigor damage each round it remains aloft, and falls if she is struck by a critical hit.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Venomous Strike

Telegraph · disrupt d6 · Body save

Whips her barbed stinger at a creature within 10 ft. Body save (DC 15) or it takes 3 damage and is poisoned until the end of its next turn (disadvantage on attacks and saves while poisoned); on a success it takes 1 Vigor damage.

Reactions

Reaction

Wingstorm

When a creature moves within 10 ft of her, she beats her wings. Body save (DC 15) or that creature is pushed 15 ft and knocked prone.

Tactics

GM tactics

Circles the crag until prey commits, then stoops to snatch the weakest-looking threat and carry it aloft. Stings whatever grounds her, and beats back anything that nears the nest.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 3 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d8. A crit rolls two: 2d8.
  • Crits on a natural 19+ (Cunning 12).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.