As cold blooded they prefer the heat, they can deal with cold weather but if its too cold -50 they will refuse to go further. If forced they will attack, if still forced they will end up going into a deep sleep, and will most likely not wake up from such a deep slumber . True dragons do not suffer from this as their magic help protect them.
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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (8d12) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
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. as these beast love to be in the air they have a great fear of tight spaces and suffer from claustrophobia







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