Keen Sight. The wyvern has advantage on Wisdom (Perception) checks that rely on sight.
Flyby. The wyvern doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Multiattack. The wyvern makes two attacks.
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 (Recharges 10). Ranged Weapon Attack: +5 to hit, one creature. Hit: 6 (1d6 + 3) piercing damage. Whether or not the attack hits, all creatures within 5 feet of the target must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. If the target was hit it makes the save with disadvantage.
Steam Breath. The wyvern exhales a 30-foot cone of scalding steam. Each creature in that area must succeed on a DC 12 dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
Roar (Recharge 5). The wyvern roars affecting each creature that can hear it within 80 feet of the wyvern. Each creature in that area must make a DC 19 Constitution saving throw or become stunned until the end of their next turn.
Wing Attack. When hit by a weapon attack the wyvern can beats its wings. Each creature within 15 feet of the wyvern must succeed on a DC 21 Dexterity saving throw or take 9(3d6) bludgeoning damage and be knocked prone. The wyvern can then fly upwards to half its flying speed. If the triggering attack was a ranged weapon attack, the attack is deflected and deals no damage.
Description
Burst wyverns, like their larger counterparts, have very deadly stingers. However, instead of high doses of poison, the burst wyverns use explosive stingers at the end of their long tails that regrow rapidly, as well as darker and harder scales. Its newfound abilities and hardened scales come from a firey core due to being a closer relative to proper dragons, though they cannot use the same breath attacks as their cousins, that can use them to power their abilities to a lesser extent. Setting them further apart from a normal wyvern, they tend to be fairly intelligent and have been known to form pacts with people to act as a companion.
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