In a previous article I wrote about the Venin, the primary antagonists in Fourth Wing and the Empyrean series so far. Here is my first pass at a Venin Initiate stat block. Please note that I have made this creature tougher in some ways than a creature at this Challenge Rating (CR) should be. A campaign set in the world of Basgiath War College assumes a much higher level of magic for Player Characters than a D&D game at a similar level, and Venin reflect that.

Venin Initiate Stat Block

Venin Initiate: Printable Format

Medium humanoid (Human), lawful evil

Armor Class

12 (15 with mage armor)

Hit Points

22 (5d8)


30 ft.

9 (-1)14 (+2)11 (+0)17 (+3)12 (+1)11 (+0)

Saving Throws

Int +5, Wis +3


Arcana +5, History +5

Damage Immunities

fire; bludgeoning, piercing, and slashing from nonmagical attacks


passive Perception 11


any two languages


1 (200 XP)

Channel (1/day). The venin initiate can draw energy from the ground. If it is in contact with the ground it may use an action to regain one expended 1st level spell slot. All creatures in contact with the ground in a 10 foot radius must make a Constituiton (DC 10) saving throw. If the creature fails the saving throw, they take 5 (1d10) necrotic damage.

Combat Adaptation. An attack against the venin initiate has disadvantage if it was the same attack as the last attack against it.

Create Wyvern. The venin initiate can create a wyvern in 24 hours. The initiate must remain in physical contact with the wyvern for the entire 24 hours, or creation fails. The initiate can only control one wyvern at a time. If it creates a second wyvern, the first wyvern is destroyed. If the venin is killed, the wyvern dies as well.

Spellcasting. The venin initiate is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The mage has the following wizard spells prepared:
* Cantrips (at will): blue flame dagger (fire bolt), light, prestidigitation
* 1st level (4 slots): detect magic, mage armor, shield
* 2nd level (3 slots): misty step, scorching ray


Poisoned Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) poison damage, and must make a Constitution (DC 10) saving throw. If the target fails the saving throw, it has the poisoned condition. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.

Categories: Fourth Wing


Venin of Fourth Wing - Dungeonsports Coliseum · April 4, 2024 at 6:28 pm

[…] Initiate – The lowest ranking of the Venin. They can create wyverns and pull energy from the ground. All Venin, including the initiates, are skilled at combat, and adapt rapidly to their opponent’s tactics.  Even as initiates, Venin are immune to dragon fire. […]

Venin Wyvern - Dungeonsports Coliseum · April 5, 2024 at 12:36 pm

[…] need a Venin Wyvern to go with those venin! I’ve done my best to match them up to what was described in Fourth Wing and Iron Flame. I […]

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