Flying Wyvern Skeleton

phindar

First Post
I picked up a box of Heroscape minis that had been discounted after the holidays. It's the one that has a pretty decent L green dragon, a couple of demony things, a mech, and a very dramatic looking wyvern skeleton with an undead rider. Its the sort of mini that as a GM you relish putting out on the table, but here's my boggle. The wings still have flesh on them, the pose is dynamic flight-type pose, and if they are unable to fly, Wyverns make horrible mounts. But the Skeleton template clear states that non-magical flyers lose the flight ability, so what I'm wondering is, is there a way in the books to get this undead skeletal wyvern off the ground?

If there isn't, what? Call it a unique creature and give it a +1 CR?
 

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I think Draconomicon has the Skeletal Dragon template. One of the differences between this template and the regular Skeleton is that the subject keeps it's ability to fly. I'm not sure what the rest of the differences are.
 


Just give the thing the ability to fly, but no other options like hover or flyby attack.

It's mindless, so it's not like it's going to exploit any tactics beyond drop onto nearest victim and slash away. All the flying does is get it into combat a little quicker.

Now if you add a rider to control it, it might be worth the +1 CR.
Decide after the combat is over to see how much stronger the flying made the critter.
 

Because of the size of the mini, I might advance it to a Huge Wyvern, and then apply the Skeleton template. Here's a pic of it with the green dragon from the set. The Wyvern is about four inches to the rider, 7 1/2 from the base to the tip of the wing.
B0007Q1IT4.01.PT02._SS400_SCLZZZZZZZ_.jpg
 

phindar said:
Because of the size of the mini, I might advance it to a Huge Wyvern, and then apply the Skeleton template.
Done

Wyvern skeleton Huge undead
Hit Dice: 10d12 (65 hp)
Initiative: +5
Speed: 20 ft. (4 squares), fly 60 ft. (poor) {normally removed]
Armor Class: 12 (–2 size, +1 Dex, +3 natural), touch 9, flat-footed 11
Base Attack/Grapple: +5/+22
Attack: Sting +13 melee (1d8+9 or bite +13 melee (3d8+9)
Full Attack: Sting +13 melee (1d8+9, bite +8 melee (3d8+4)and 2 wings +8 melee (2d6+4)
Space/Reach: 15 ft./10 ft.
Special Qualities: Darkvision 60 ft., immunity to cold, undead qualities DR5/ bludgeoning
Saves: Fort +3, Ref +4, Will +7
Abilities: Str 28, Dex 12, Con -, Int -, Wis 10, Cha 1
Feats: Improved init + weapon proficiencies if any.
Challenge Rating: 5 {Play-testing recommended]
 
Last edited:




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