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Wyverns are large winged reptiles with scaly, barbed tails. They are sometimes confused with dragons due to their similar appearance and behavior, but wyverns are much smaller and lack a breath attack. This article is focused on the adult Wyvern versions in Baldur's Gate: Enhanced Edition and Baldur's Gate II: Enhanced Edition. Differences between the original game will be pointed out if needed.

Wyvern versions in the game saga[]

Baldur's Gate I[]

This version of an adult Wyvern is detailed in the first InfoBox. They can inhabit heavily wooded regions, particularly the area Cloakwood Wyverns. They are often encountered when the party is waylaid while traveling between forests, including Cloakwood and the Wood of Sharp Teeth.

Wyverns are among the most challenging enemies in Baldur's Gate and can easily wipe out an unprepared party – especially as they are most often encountered in groups of at least two. They have two melee attacks: a high-damage crushing blow (from teeth and claws) and a low-damage piercing strike (the tail). The piercing strike inflicts powerful poison effect if its victim fails their saving throw. Antidotes are critical here, as the poison will inflict a large amount of damage in the time it takes to cast Slow Poison.

As a wyvern's saving throws are relatively high, it's generally suggested to use missile weapons, while using a high-AC decoy that has some Antidotes handy.

Baldur's Gate II[]

Adult Wyverns can be encountered in certain areas, and a version may be faced if summoned by enemies using the Wyvern Call conjuring spell. The lethality and danger of an adult Wyvern is diminished in BG2, as the creature design was not significantly scaled up to match the party's experience levels. See the BG2 InfoBox for the slight changes made from the BG1 version.

Note that the Wyvern creature summoned by the Wyvern Call spell is a "summoned" creature and can be banished with a Death Spell.

Related Quests[]

Coran the Wyvern Hunter[]

In Baldur's Gate, after speaking with the potential companion Coran in the First Cloakwood area, it's possible to turn in a Wyvern Head to the Beregost authorities for a pretty penny - 2,000gp. Depending on the version and the patch of the game, you may or may not need a head from the specific Wyverns that reside within the Wyvern's Cave in the Fourth Cloakwood area as the quest intends. Additionally, you may or may not need to recruit Coran at all - merely clearing the cave and delivering a head may be enough to acquire the reward.

In BG2EE there will be a Wyvern encounter during Neera's Hidden Refuge companion quest in the Wild Forest.

Greater Wyvern and Wyvern Cultists are discovered during Baldur's Gate II Chapter 6 in the North Forest.

Bugs[]

  • ClassicgamesglowlogoonlyBaldur's Gate I & II Classic
    This icon indicates content from all original Baldur's Gate games, extensions included.
    In the original games, wyverns have the class mage, rather than their own. This is fixed in the Enhanced Editions.

Gallery[]

See also[]

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

The Spell Revisions mod Monster Summoning VI spell brings forth two different Wyvern creatures than available in the unmodified game. See below for description:

Baby Wyvern (6 Hit Dice):
STR 17, DEX 12, CON 15, INT 6, WIS 11, CHA 9; AL Neutral Evil
HP 78, AC 3, THAC0 12, Saving Throws 11/15/11/13/15
4 Attacks Per Round, 2d6+3 Piercing Damage (Bite, Claws, & Sting +1)

Wyvern (7 Hit Dice):
STR 19, DEX 12, CON 15, INT 6, WIS 12, CHA 9; AL Neutral Evil
HP 91, AC 2, THAC0 8, Saving Throws 10/14/10/12/14
4 Attacks Per Round, 2d6+9 Piercing Damage (Bite, Claws, & Sting +2)

Combat Abilities:
Poison: a wyvern’s sting injects a poison which inflicts 2hp/sec for 1 turn (save vs. poison at -4 neg.)
Special Qualities:
Immune to entangle, grease, hold, sleep, slow, stun, & web effects

Note:See the article Wyvern Call and the Mod content section for the Monster Summoning VI spell.
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