Large Dragon, Unaligned
Armor Class 15 (natural armor)
Hit Points 145 (16d10 + 50)
Speed 30 ft., Fly 80 ft., Climb 20 ft.
STR
19 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
6 (-2)
WIS
16 (+3)
CHA
8 (-1)
Skills Perception +4, Stealth +10
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 17
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Bloodlust. The wyvern has advantage on melee attack rolls against any creature that doesn't have all its Hit Points and will prioritize attacking creatures spilling the most blood. 

Spider Climb. The wyvern can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The wyvern makes two attacks: one with its bite and one with its tail whip. While flying, it can use its claws in place of one other attack. If the wyvern can shriek, it can do so before making its attacks as part of this action. 

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. it: 11 (2d6 + 4) piercing damage. The target is also grappled (escape DC 16) and takes 32 (8d6) necrotic damage and, if the target has blood, the wyvern regains hit points equal to this amount. While the wyvern has a creature grappled in this way, it cannot use this bite on any other creature.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Tail Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) and the target must make a DC 16 Strength saving throw or be knocked back 10 ft. and fall prone slashing damage.

Shriek (Recharge 4-6). The wyvern lets out a blood curdling scream that wracks though the minds and bodies of all nearby creatures. Every creature who isn't deafened in a 60 ft. cone originating from the wyvern must make a DC 15 Constitution saving throw. On a success, there is no effect. On a failure, the creature is paralyzed until the end of the wyvern's turn. If the failure is by 5 or more, the creature is paralyzed until the end of the wyvern's turn and stunned until the end of the creature's next turn. 

Bonus Actions

Summon the Bloodthirsty (1/long rest, first round of combat only). The wyvern's call commands the attention of the sickening creatures that are never far from these superior predators. 2d4 stirges appear within a 20 ft. radius around the wyvern and act immediately after it on initiative. They fight to the death.

Sanguine Frenzy (1/long rest, second round of combat only). The wyvern's aggressive pheromones inspire fresh bloodlust in its allies. 1d4 more stirges appear, 2d4 if there were fewer than four at the beginning of the wyvern's turn. In addition, each stirge can immediately use its reaction to move up to its speed or make an attack with advantage.

Feast on the Fallen (1/long rest, third round of combat only). The wyvern immediately devours any remains of its stirge allies that it can reach. For each stirge corpse within 10 ft. of the wyvern, it consumes them and regains 2d6 + 3 hit points. 

Reactions

Lash Out (if below half of its maximum hit points only). If the wyvern is hit by an attack, the wyvern can use its reaction to make a tail whip attack with advantage. 

Habitat: HillMountain

Gorgonzane

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