When time permits, I like to answer questions posed by my Patreon supporters. Questions like…
What are wyverns in Droaam like?
This article talks about wyverns in Thranesaying…
Wyverns are to Thrane as dragonhawks are to Aundair. For tens of thousands of years, the cliffs around Flamekeep have been home to wyverns. The least of these are typical wyverns as presented in the 5E Monster Manual… generally Large in size and incapable of speech. But there is an exceptional strain of wyverns—typically known as elder wyverns, regardless of their age—that are both more intelligent than their cousins and grow to far greater sizes; as presented in the 3.5 Monster Manual, these wyverns can grow to Gargantuan size. While they are on average less intelligent than humans, elder wyverns are capable of speech. The early settlers of Daskara made peace with the elder wyverns and the rulers of Daskara always had wyvern “advisors.” During the Year of Blood and Fire the wyverns were also threatened by the forces of Bel Shalor, and Tira Miron rallied the elders to her cause; the wyvern Ashtarax carried her in her final confrontation with the forces of Bel Shalor. Following Tira’s sacrifice, the wyverns themselves adopted the faith of the Silver Flame; they consider the defense of Flamekeep to be a sacred duty. The wyverns have relatively little concept of the wider Five Nations and don’t care to know; they serve the church because they believe it serves the Voice of the Flame, and they say that Tira continues to guide them. So, Thrane can field lesser wyverns in battle, but it is the gargantuan elders who spread terror. An elder wyvern can can carry a crew into battle, and early in the war Thrane pioneered new techniques of aerial combat; their trademark was the use of vast bags of holding to drop massive rocks and divinely-infused explosives on their enemies. While the great wyverns lack the powers of dragons, some of the elders have such deep faith that they can channel the power of the Silver Flame; a wyvern might strike at enemies with sacred flame, or even greater powers.
The key part of this sentence is The least of these are typical wyverns as presented in the 5E Monster Manual… generally Large in size and incapable of speech. This is the TYPICAL wyvern found elsewhere in Khorvaire. In the heart of the Five Nations, wyverns were killed off long ago; but they still flourish in the Graywall and Byeshk Mountains, and other parts of the region that is now known as Droaam. These wyverns are carnivorous creatures that don’t have the equivalent of human consciousness and don’t possess a language; they are purely dangerous predators, who will often target goblins or kobolds traveling across the Barrens. Because of this, the Daughters of Sora Kell have placed a bounty on wyverns. The four primary fangs of a wyvern are worth 50 gp each in Droaam; its 46 smaller teeth are worth 10 gp each.

What about the Mror manticores?
Manticores are intelligent and can speak. However, it’s a mistake to think that this means that they think like humans. Manticores are carnivorous creatures. They don’t have hands and typically don’t use tools. Because of this, they typically live alone or in small family groups. When the population grows too large for the region to support it, the youngest manticores will leave the clan to establish themselves elsewhere. While manticores can learn to speak humanoid languages, their own form of communication is song. Manticore song has similarities to whalesong and human throat-singing, reaching into ranges beyond human hearing; manticores can hear the songs of distant relatives as far as a hundred miles away. While this is their primary form of communication, manticore song isn’t comprised of individual words and statements; instead, it conveys mood and experience.… A mighty battle, sorrow of pain. Most manticores have no desire to interact with humanoid creatures; they recognize that intelligent foes are dangerous prey, and beyond that, most manticores find humanoid creatures deeply disturbing—monsters with the heads of manticores poised on horrible soft spindly bodies. So most manticores keep to the highest peaks, places inaccessible save by flight, and prey upon beasts. You may hear their songs echoing across the valley, but they want nothing fo do with you.
There are a few exceptions to this rule. On the whole, manticores aren’t religious. For a Mror manticore, singing is a meditative act, something that connects them to distant family; most don’t feel a need to connect to a higher power. But a few do. Manticores are intelligent, and as such the seeds of a Cult of the Dragon Below can take root in their minds. The most pernicious and lasting cult seen among the manticores of the Mror Holds is that of the Wild Heart. Those manticores who hear the song of the Wild Heart feel a call to prove themselves to be apex predators, to seek ever more challenging prey—a desire that drives them to hunt humanoids. These Hunters of the Heart are cruel and clever, delighting in sowing terror and toying with their prey. This is the source of the common myth of the manticore as evil and cruel. These manticores often learn Common or Dwarvish through their ties to the fiend, the better to taunt and terrify their prey. Hunters of the Heart often have the ability to cast Hunter’s Mark; they can only do this once per day and it requires concentration, but they can maintain it for up to 24 hours. These manticores will often start an attack with a strafing run, wounding landbound enemies with their spikes and marking a foe… and then withdraw, only to attack and retreat again and again, using the mark to track their prey.
The Hunters of the Heart have risen and fallen many times over the centuries, but there’s a younger Manticore cult that has only appeared in the last century. In 943 YK, the illithid Dyrrashar broadcast the message known as Dyrrn’s Promise in Lorran’s Gate. There were five manticores in the mountains who received this telepathic message… and it changed them. Scholars would identify them as following the cultic path knows as The Transcendent Flesh. Three of the five have been slain over the course of the century, but two remain at large, and in the past these “Apostles” have corrupted other manticore clans to their cause. “Transcendent” manticores lose their hair and eyes. They receive a +2 bonus to their natural armor class and have Blindsight with a range of 300 feet, and can spit acid. This has a range of 100 feet and inflicts 2d8 acid damage, with the same attack and damage modifier as their Tail Spike attack; this may be done once per round in place of a Rend or Tail Spike attack. The two Apostles of Dyrrn are especially strong and fast; the DM can increase their stats as appropriate to threaten the adventurers facing them. In addition, the apostles regenerate. A Manticore Apostle of Dyrrn regains 10 hit points at the start of each of its turns. This is negated for one turn if the manticore takes damage from a byeshk weapon; an Apostle can only die if it starts its turn at zero hit points and doesn’t regenerate.
There’s one final group of Mror manticores that break all of these traditions. The Harshaak Clan are a family of manticores that dwell in the mountains of Kundarakhold. Long ago, Dolon d’Kundarak climbed the high peaks and bargained with the clan elder. It’s said that Dolon sung the manticore song, though this should be impossible for a humanoid throat. Whatever the truth of it, Dolon forged an alliance between Kundarak and Harshaak. The Harshaak manticores descended to the lower peaks, and through their interactions with the dwarves they were able to increase their numbers far beyond what the natural environment would support in their high aeries. Now Harshaak manticores form bonds with Kundarak riders, working together to patrol over Kundarak vaults; there is a squad of Harshaak manticores stationed at Dreadhold. Having worked with humanoids for centuries, the Harshaak manticores primarily communicate using humanoid languages, and most speak Common and Dwarvish. They usually wear barding to improve their armor class, and some learn to cast Mage Hand to facilitate their lives in humanoid settlements. While the Harshaak still think humanoids are creepy, they’ve grown used to these spindly half-manticores.
It should be noted that the Dark Lantern Thorn reported an encounter with an unusual creature. While she described the creature as a manticore, the analyst Steel noted that the creature possessed a scorpion’s tail and a number of other remarkable qualities; Steel theorized that the creature might have actually been an unusual sphinx or lamassu.
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