Large Aberration, Unaligned
Armor Class 13 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 20 ft., fly 80 ft.
STR
19 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
5 (-3)
WIS
12 (+1)
CHA
6 (-2)
Skills Perception +4
Senses Darkvision 60 ft., Passive Perception 14
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Actions

Multiattack. The aberrant wyvern makes two attacks: one with its bite and one with its tentacles. While flying, it can use its claws in place of one other attack.

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.

Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. The target must succeed in a DC 14 strength save or be knocked prone.

Stinger (5-6). Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 16 Constitution saving throw, or have their movement halved and suffer two levels of exhaustion.

Description

Cousins to the great dragons, normal wyverns have two scaly legs, leathery wings, and a sinewy tail topped with a poison stinger that can kill a creature in seconds. Aberrant wyverns however, have two pairs of hind legs, six eyes, a pair of tentacles trailing from its shoulders. They have smoother scales that are usually somewhat wet with a special mucus. Instead of a damaging poison, aberrant wyverns have a poison that induces exhaustion in its targets.

Habitat: Underdark

Einherjar_king

Comments

Posts Quoted:
Reply
Clear All Quotes