well blech, setting up monsters is tedious
k, open the toolset and select the stock wyvern (resref “c_wyvern”)
Go to its Feats page and remove all (button at bottom of page)
Go to Basics page and up the Dragon class to 10, click Reset from Package button (ok it)
while there, up the Challenge Rating to 10.0
Go to the Statistics page and click Reset for MAX total hit dice
while there, up its Strength to 22, also up its Natural AC to 9
Go back to the Feats page and Filter By Assignment: Assigned, just check that its Feats look ok (add more if you like) – it must have Weapon Proficiency (Creature) at the very least, because next
Go to the Inventory page and check its Creature Weapons:
1 - Wyvern Sting
2 - Bite2d8
3 - Claw2d6
Hide - Wyvern Properties
( having 3 weapons doesn’t mean it attacks 3 per round. Its attacks per round is based on its baseattackprobability, and the engine will choose which weapon gets to attack randomly )
Go to the Skills page and up whatever you want it to have – there are theoretical limits but it’s easiest to just give it whatever looks reasonable. Skill-defaults are usually screwy, make up yer own: Taunt, Spot, Listen, etc.
Go to the Properties page and ensure its Faction ID is Hostile.
while there, change its Tag to something like “c_wyvern_10” and copy that because
when satisfied,
go back to the Blueprints panel, reselect wyvern, right-click, Save to file… paste its tag and save the creature to wherever its going to reside: your current campaign folder or current module folder, likely.
NOTE: you could start all this with right-click, Copy Blueprint but whatver,
After your wyvern blueprint is safely saved, save up and close the toolset and re-open it. Because if you don’t the stock wyvern is no longer in the Blueprints panel … its been overridden by your custom wyvern, and i like to see both of them so i don’t get confused between stock and custom wyverns.
ps. you should probably change its Properties|Template Resref to the same as Tag … depends, but its probly inconsequential unless you like to do coolio stuff such as change properties of all wyvern-types …
pps. The Resource Name is the filename, don’t change that, let the toolset read what it is from disk.
ppps. Feel free to disregard everything above
oh, and most importantly, however you’re spawning this wyvern make sure it’s the right wyvern – also check that it has the standard AI-scriptset: nw_c2_default*
those scripts should start the creature attacks, or it can be forced to attack but that’s usually unnecessary.