Action Name. Bite
Action Melee Attack. Bite: +4 to hit, reach 5 ft., 1 target. Hit: # (1d6 + 3) piercing damage.
Action Ranged Attack. Tail Whip: +4 to hit, range 10/15 ft., all targets within 10 feet. Attacks made against targets 15 feet away are made with disadvantage. If the attack hits, all targets must make a Constitution saving throw above 13, or be knocked to a prone position. Hit: # (1d4 + 2) bludgeoning damage.
Opportunity Attack
Reaction Name. Defensive Ooze.
The Wyvern Pike emits a slick, gooey ooze from their skin, covering it completely and making it extraordinarily slippery. After the Defensive Ooze action has been taken, any attempt to grapple the Wyvern Pike is now made with disadvantage. Defensive Ooze lasts for five minutes. After the Defensive Ooze action has been taken, you may not take the action again for another hour. A creature covered in Defensive Ooze is immune to piercing damage. Additionally, the Wyvern Pike's AC becomes 15.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Wyvern Pike are extremely large, aggressive fish. They are predators, and generally are found in groups of 3-10, though these groups are not friendly toward each other. They are subservient to a king, though kings are rarely discovered. King Wyvern Pike descend from a greater race of Wyvern Pike, and are all descended from the same bloodline.
Wyvern Pike are typically between 10 and 15 feet long, and 1.5 to 2ft (18-24 inches) wide, though some may grow as large as 20 feet long and 3 feet (36 inches) wide.
Wyvern Pike stay in deeper pools near rapids, waiting for fish or small creatures to approach the calm waters before attacking them and, if necessary, dragging them underwater and drowning them, before eating them.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.







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