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.
Shadow Breath . The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (8d12) necrotic damage on a failed save, or half as much damage on a successful one
Petrifying Breath . The dragon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified (turned into Obsidian) until freed by the greater restoration spell or other magic.
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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