Large Aberration, Chaotic Evil
Armor Class 14 Natural armor
Hit Points 50 (12d12)
Speed 20 ft., fly 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
11 (+0)
INT
14 (+2)
WIS
12 (+1)
CHA
7 (-2)
Damage Vulnerabilities Fire, Force
Damage Immunities Poison
Senses Passive Perception 16
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Wings: This Creature is able to fly as nightmares at night.

 

Actions

Tiberium Cloud: Breath When the wyvern is attacked it will spew out a cloud of gas and everyone caught in it will take a 10ft radius Hit: 20 (3d6) acid damage you must succeed in a 14 dexterity saving throw. These clouds last for 2 to 3 turns.

Swoop down and Scoop: Swoops down and scoops up any medium or smaller creatures and takes them up and drops them. You need to take 13 Strenght saving Throw to break free from the grapple. or be thrown back to the ground and take 1 damage per ft. max (20)

Rending claws: If any creature takes 3 hits from these claws they suffer from bleeding and will instantly take 10 damage each hit by these claws does Hit: 8 (2d4+3)

Description

Named after the two-footed dragon of European mythology, these flying nightmares presumably evolved from the order Chiropteran. As with many species of Bat they hunt primarily during the night and sleep during the day, preferring to rest within secluded dark hideaways such as caves or crevasses. When attacking they will swoop down and either scoop their prey up into their mouth or lash out using their rending claws.

It is commonly said no man has survived to tell the tale of a Wyvern attack. When attacking they will swoop down and either scoop their prey up into their mouth or lash out using their rending claws. It is commonly said no man has survived to tell the tale of a Wyvern attack

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