Huge Dragon, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 110 (10d20 + 39)
Speed 20 ft., Fly 130 ft.
STR
17 (+3)
DEX
13 (+1)
CON
16 (+3)
INT
18 (+4)
WIS
17 (+3)
CHA
4 (-3)
Skills Perception +4
Damage Vulnerabilities Lightning
Damage Resistances Damage from Spells
Damage Immunities Acid
Condition Immunities Blinded, Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Draconic --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Actions

Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Acid: Ranged attack (3d6 poison) [3] (2d6)

Reactions

When: first dmg, recoil 20ft back 40ft up.

Mythic Actions

As a mythic creature this monster can take 1 mythic action per 3 turns

Primordial strength: Healing action. Heal 30 damage from this creature *if over max HP, turn into damage against a player (halved)*

Acid splash: Ranged attack. 30ft x 30ft (constitution save DC 14) Poison damage (3d6) [4th] (1d6)

Arial smash: Melee attack. (Dexterity save DC 11) Bludgeoning damage (2d100) *causes 20 damage to user* Death save INT/CONST

Winged totality: Melee/ranged attack. 30ft circle, Hit = >12 (armor class <10 = 1d8 armor class >10 = 3d8)

Description

Cousins to the great dragons, Wyverns have two scaly legs, leathery wings, and a sinewy tail topped with a poison stinger that can kill a creature in seconds.

An Ancient Wyvern is the rare state where a Wyvern lives for over 1000 years, by luck, magic or other. When in this state it is rumoured the Wyvern gains unusual control over animals and creatures as well as gaining special powers.

Lair and Lair Actions

Lair: Ruined castle, repairs it self in the eyes of anyone who enters the centre courtyard, not allowing them to leave unless the Ancient Wyvern is defeated. 

Lair actions: Magical barrier stops escape, all terrain, water and flight magic is blocked. Plane shift, and other transport spells/items do not work.

Habitat: HillMountainUnderdark

Drakos_Abarath

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