Rotting Stench. Any target that ends its turn within 15 feet of the wyvern must make a DC 15 Constitution saving throw or be poisoned. While poisoned in this way, the target takes 4 (1d4+3) poison damage at the start of each of its turns unless the poisoning is cured by a greater restoration spell or similar magic.
Multiattack. The wyvern makes 3 attacks. One with its bite, one with its tail, and one with its talons. It can also use its horns in place of its bite if it wants to.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 11 (2d6+2) piercing damage and 5 (2d4) poison damage.
Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 17 (2d8+5) slashing or piercing damage (wyvern's choice).
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 29 (3d10+2) bludgeoning damage.
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 12 (2d6+3) piercing damage. If the target is a creature, it must make a DC 15 Strength saving throw or be stunned until the end of the wyvern's next turn.
Rotting Smog (6/day). RangedWeapon Attack: +7 to hit, range 60 ft. in a sphere, all avaliable targets. Hit: The wyvern releases a 60 foot wide and 20 foot tall cloud of stinking dark vomit green gasses that spreads around corners. Any target caught in this cloud must make a DC 16 Constitution saving throw or take 12 (2d6+3) poison damage and be poisoned. While poisoned in this way, the target losses all resistances to poison and/or acid damage and has disadvantage on Dexterity saving throws and checks. The poisoning can only be cured by a greater restoration spell or similar magic.
Poisonous Fireball. RangedWeapon Attack: +9 to hit, range 80/170 ft., 1 target. Hit: 15 (2d8+2) fire damage and 14 (1d10+7) poison damage.
Cloak (Can only be used in swampy or muddy terrain, 4/day). The wyvern, along with any equipment it is wearing or carrying, magically turns invisible for 2d4 rounds. While invisible in this way, the wyvern cannot be paralyzed or grappled without the aid of powerful magic.
Havoc (4/day). The wyvern fills itself with a burning faintly glowing orange energy that causes it to have advantage on attack rolls and that all of its attacks deal an extra 6 (2d4) damage for the next 2d6 rounds.
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