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Rupert Boleyn wrote:
> On Fri, 01 Apr 2005 00:20:31 +1200, tussock <scrub@clear.net.nz>
> carved upon a tablet of ether:
>
>
>> Beware that Wyverns are pretty nasty opponents for CR 6, or at
>>least have been IME; always carrying someone off into the sky and
>>dropping them when they get fidgety. Not a great many hit points
>>though.
>
> I've managed that _once_, and I had to use advanced wyverns with lots
> more hit dice. Normal wyverns tend to get blown away by the archers
> and wizards before they can close.
The Party likely to face Wyverns:
Level 4 Barbarian -
20 strength, AC 18, 70 HP, using a +3 great sword (2d6)
Level 4 Ranger (Archer Specialist)
17 Dex, AC 18, 50 HP, using stength bow +2
Level 5 Wizard (Blaster Type)
20 Int, AC 11, 19 HP, Always has one Lightning Bolt and three
Magic Missiles memorized
Level 5 Cleric (Healer Type)
No Stats worth mentioning, AC 17, 30 HP, using a Mace
Rarely has much aside from standard party buffs prepared
The Wyvern:
59 hp, AC 18
Attack: Sting +10 melee (1d6+4 plus poison) or talon +10 melee (2d6+4)
or bite +10 melee (2d8+4)
Full Attack: Sting +10 melee (1d6+4 plus poison) and bite +8 melee
(2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons +8 melee (2d6+4)
Special Attacks: Poison, improved grab
Special Qualities: Darkvision 60 ft., immunity to sleep and paralysis,
low-light vision, scent
Saves: Fort +7, Ref +6, Will +6
Feats: Ability Focus (poison), Alertness, Flyby Attack, Multiattack
Challenge Rating: 6
Improved Grab (Ex): To use this ability, a wyvern must hit with its
talons. It can then attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and stings.
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 2d6
Con. The save DC is Constitution-based.
Round Zero: The Wyvern(s) fly overhead and notice the party. Assume
the party notices them back.
Round One:
Wizard unleashes a lightning bolt, dishing out around 18 damage, which
they save on half the time, so call it 12. Ranger fires off a couple
arrows, hits with one per round on average, doing about 6 damage
(4.5+2)... Total this round: 18 of 59.
Wyvern choose a target and tries to Grab it.
Wyverns are supposedly quite stupid, but, at this point, who would you,
the Wyvern, try to snatch?
Rupert Boleyn wrote:
> On Fri, 01 Apr 2005 00:20:31 +1200, tussock <scrub@clear.net.nz>
> carved upon a tablet of ether:
>
>
>> Beware that Wyverns are pretty nasty opponents for CR 6, or at
>>least have been IME; always carrying someone off into the sky and
>>dropping them when they get fidgety. Not a great many hit points
>>though.
>
> I've managed that _once_, and I had to use advanced wyverns with lots
> more hit dice. Normal wyverns tend to get blown away by the archers
> and wizards before they can close.
The Party likely to face Wyverns:
Level 4 Barbarian -
20 strength, AC 18, 70 HP, using a +3 great sword (2d6)
Level 4 Ranger (Archer Specialist)
17 Dex, AC 18, 50 HP, using stength bow +2
Level 5 Wizard (Blaster Type)
20 Int, AC 11, 19 HP, Always has one Lightning Bolt and three
Magic Missiles memorized
Level 5 Cleric (Healer Type)
No Stats worth mentioning, AC 17, 30 HP, using a Mace
Rarely has much aside from standard party buffs prepared
The Wyvern:
59 hp, AC 18
Attack: Sting +10 melee (1d6+4 plus poison) or talon +10 melee (2d6+4)
or bite +10 melee (2d8+4)
Full Attack: Sting +10 melee (1d6+4 plus poison) and bite +8 melee
(2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons +8 melee (2d6+4)
Special Attacks: Poison, improved grab
Special Qualities: Darkvision 60 ft., immunity to sleep and paralysis,
low-light vision, scent
Saves: Fort +7, Ref +6, Will +6
Feats: Ability Focus (poison), Alertness, Flyby Attack, Multiattack
Challenge Rating: 6
Improved Grab (Ex): To use this ability, a wyvern must hit with its
talons. It can then attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and stings.
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 2d6
Con. The save DC is Constitution-based.
Round Zero: The Wyvern(s) fly overhead and notice the party. Assume
the party notices them back.
Round One:
Wizard unleashes a lightning bolt, dishing out around 18 damage, which
they save on half the time, so call it 12. Ranger fires off a couple
arrows, hits with one per round on average, doing about 6 damage
(4.5+2)... Total this round: 18 of 59.
Wyvern choose a target and tries to Grab it.
Wyverns are supposedly quite stupid, but, at this point, who would you,
the Wyvern, try to snatch?