Multiattack. The wyvern makes two attacks: one with its bite and one with its tail. While flying, it can use its hind claws in place of one other attack, or it can use its fore claws if it is on the ground.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.
Fore Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 5) slashing damage.
Hind Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 5) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one creature. Hit: 23 (5d6 + 5) bludgeoning damage. The target must make a DC 15 Constitution saving throw, becoming knocked prone on a failed save.
The adult wyvern can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The adult wyvern regains spent legendary actions at the start of its turn.
Detect. The wyvern makes a Wisdom (Perception) check.
Threat Display. The wyvern unfurls its wings and makes a fearsome display, forcing up to three creatures of its choice that can see it to make a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If an already frightened creature is targeted again, and fails the check again, they flinch back, stepping 5 ft away from the wyvern and falling prone. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the wyvern’s Threat Display for the next 24 hours.
Wing Attack (Costs 2 Actions). The wyvern beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The wyvern can then fly up to half its flying speed.
Description
The wyverns of Eiceneard are distinct among the dragons of the world, firstly by having only four limbs as opposed to the standard dragon's six: two powerful hind legs and a pair of great bat-like wings that are strong and sturdy enough to double as forelimbs, secondly by the length of their muscular tails, which can be as long as two-thirds of the beast's total length and can dent a steel breastplate or helm with a strike, and thirdly by the magic nullifying qualities of their horns and hide, which make them lucrative, if dangerous, marks for mage killers. Though they prefer to fight from the air like all winged dragons, Eiceneard wyverns aren't afraid to get into a scrap on the ground, and with their galloping gait and long tails they can harry and skirmish until they are ready to pounce on a weak target, or easily escape more problematic encounters.
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