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.
Lightning Breath. The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 56 (8d12) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 14 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.
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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