Dragon Dance. At the start of each of its turns, Wyveon does a little dance and can choose to change its damage type to either Acid, Cold, Fire, Force, Lightning, Necrotic, or Poison.
Dragon Energy. Wyveon has the ability to phase through another creature, when it does so the creature affected must roll a DC 16 CON save or gain a level of exhaustion. If they fail Wyveon is revitalized and gains 10 (2d10) healing and gains a +2 AC until the end of its turn. Wyveon can only benefit from this effect only once.
Dragon Rage. When Wyveon is below half of its max health, its scales harden and gain resistance to mundane weapon attacks and immunity to a damage type at the start of its turns. It's damage dice increases by 1 and crits on a 19-20.
Multiattack. Wyveon makes two Dragon Claw attacks and a Dragon Tail attack, or three Draco Meteors
Dragon Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 15 (3d6 + 5) [refer to Dragon Dance] damage.
Dragon Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 14 (2d8 + 5) [refer to Dragon Dance] damage.
Draco Meteor. Giant meteors fall from the sky, one creature within 60ft Wyveon can see must make a DC 16 DEX same or take 14 (2d8 + 5) [refer to Dragon Dance] damage. No damage on a successful save.
Wyrmwind (Recharge 5-6). Wyveon explodes with powerful ethereal energy creating a 30ft circle around it. Each creature within the AOE must make a DC 16 DEX save or take 28 (8d6) Dragon Dance damage. Half damage on a success.
Roar of Time. In response to a spell attack missing Wyveon, it roars causing rippling effects causing that spell to hit another creature within 120 feet of it that it can see.







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